Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Zephyr 1.5.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 50 / 21645% |
Size | big |
Lifes / Deaths | Killed by Gluthra the orc fighter at level 50 on the 45th Pyre 123rd year of Ascendancy at 17:03 / 2Killed by armoured skeleton warrior at level 50 on the 46th Pyre 123rd year of Ascendancy at 01:42 |
Primary Stats
Strength | 221 (base 60) |
Dexterity | 126 (base 55) |
Constitution | 104 (base 60) |
Magic | 95 (base 60) |
Willpower | 88 (base 60) |
Cunning | 95 (base 60) |
Resources
Mana | 389/587 |
Negative | 185/207 |
Life | -1/1712 |
Paradox | 300 |
Hate | 82/100 |
Psi | 98/98 |
Vim | 268/296 |
Positive | 149/207 |
Stamina | 157/283 |
Healing Factor | 1.3096660311138 |
Regeneration | 109.32479243475 |
Speed
Mental | +35.070447574216% |
Attack | 0% |
Movement | +30% |
Spell | -1.9984014443253E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 229 |
Accuracy | 65 |
Crit Chance | 160% |
APR | 52 |
Speed | 0.74 |
Offense: Offhand
Damage | 186 |
Accuracy | 65 |
Crit Chance | 151% |
APR | 51 |
Speed | 0.74 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +33% |
Light | +39% |
Temporal | +33% |
Blight | +42% |
Physical | +34% |
Fire | +29% |
All | +15% |
Offense: Damage Penetration
Light | +11% |
Temporal | +16% |
Blight | +31% |
Physical | +118% |
Mind | +21% |
All | +6% |
Defense: Base
Armour (hardiness) | 87.927738154294 (100%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 67 |
Mental Save | 54 |
Defense: Resistances
Acid | + 17%( 54%) |
Blight | + 37%( 74%) |
Arcane | + 46%( 74%) |
Cold | + 37%( 74%) |
All | + 31%( 74%) |
Mind | + 38%( 74%) |
Lightning | + 38%( 74%) |
Physical | + 55%(104%) |
Temporal | + 55%( 74%) |
Sound | + 47%( 74%) |
Darkness | + 47%( 74%) |
Fire | + 41%( 74%) |
Nature | + 33%( 74%) |
Defense: Immunities
Pinning Resistance | 80% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Teleport Resistance | 98% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 48 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 575 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 54 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 150 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 21. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Stasis | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Terramorphism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Scourge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Night | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Agile Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shadow Combat |
talent | Charged Shield |
talent | Forge Shield |
talent | Earthen Body |
talent | Deflection |
talent | Verdant Blood |
talent | Beyond the Flesh |
talent | Aura of Protection |
talent | Energy Decomposition |
talent | Genius Loci |
talent | Steelskin |
talent | Augmentation |
talent | Kinetic Shield |
talent | Lacerating Strikes |
talent | Total Thuggery |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 31.71, and stamina regeneration by 6.34. Bloodbath |
beneficial effect | Absorbs 26 damage from the next blockable attack. Currently Blocking: Arcane, Physical. Forge Shield |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | The target is hexed. Each time it uses an ability it takes 200.63 fire damage, and talent cooldowns are increased by 191% plus 1 turn. Burning Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is in a magical frenzy, improving spellpower by 14. Bloodlust |
beneficial effect | The target stands strong, increasing all resistances by 16.2% and resistance caps by 3.5%. Eternal Warrior |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (29). Armor Corroded |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 12%. Strength and Willpower are increased by 6. Poisons and diseases have a 12% chance of being neutralized each turn. Cursed Form |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Aerytira the carrion worm mass. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Betuth the storm drake. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Restful Night (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Heavy Hitter. Escort: worried loremaster (level 3 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. | 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 |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2443. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
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 within1 lumberjacks have died. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Gleriadassra the Glitterwend (59.5-95.2 power, 4 apr) Gleriadassra the Glitterwend (59.5-95.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 Base power: 59.5 - 95.2 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Dust to Dust (10% chance level 1). On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +10% Damage (Melee): +28 light Burst (radius 1) on hit: +4 light Damage against: +42% Undead When wielded/worn: Damage (Melee): 4 blight Changes stats: +1 Cun Changes resistances penetration: +5% light / +6% all Spell crit. chance: +1% Massive two-handed swords. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Light source | alchemist's lamp 'Falyrath' alchemist's lamp 'Falyrath'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 arcane / 8 temporal Damage when hit (Melee): 16 mind / 26 temporal Changes resistances: +9% arcane / +6% temporal Changes resistances penetration: +15% mind / +10% temporal Light radius: +7 Reduces paradox anomalies(equivalent to willpower): +35 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Hurysus the voratun helm (0 def, 5 armour) Hurysus the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Armour Hardiness: +10% Fatigue: +5% Changes stats: +3 Str / +13 Lck / +3 Con Changes resistances: +2% physical / +3% darkness / +3% temporal Physical save: +10 (+3 eff.) Spell save: +3 (+1 eff.) Cut immunity: +5% Spell crit. chance: +8% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of dwarven-steel boots 'Hyrion' (0 def, 14 armour) pair of dwarven-steel boots 'Hyrion' (0 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Fatigue: +3% Changes stats: +4 Wil / +3 Con Changes resistances: +8% cold / +15% fire Changes resistances penetration: +7% physical Silence immunity: +25% Confusion immunity: +25% Pinning immunity: +10% Stun/Freeze immunity: +23% Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 65 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Neryvena the Obsidianveil (dig speed 5 turns) Neryvena the Obsidianveil (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 39% chance to inflict 15% damage reduction Damage (Melee): 4 blight / 8 temporal / 4 darkness Changes stats: +12 Str / +1 Mag / +10 Wil Changes resistances: +6% darkness Changes resistances penetration: +48% physical Changes damage: +9% temporal Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | pixie's gold ring of blinding strikes pixie's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 22% chance to blind Damage (Melee): 34 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 33 light Changes stats: +5 Cun / +4 Mag Spellpower: +9 (+2 eff.) Rings can have magical properties. |
On fingers | solipsist's stralite ring of blinding strikes solipsist's stralite ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 44 light Changes stats: +8 Cun / +8 Wil Mindpower: +13 (+3 eff.) Rings can have magical properties. |
Around neck | Flowerumbra FlowerumbraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 12 light / 12 nature Changes stats: +8 Mag Changes resistances: +3% nature / +6% darkness Changes damage: +15% blight / +14% fire / +9% physical Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
In main hand | Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Around waist | drakeskin leather belt 'Shadowreign' drakeskin leather belt 'Shadowreign'Requires: Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +12 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 4 lightning Changes resistances: +14% sound / +6% arcane Changes resistances penetration: +10% blight Critical mult.: +29.00% Stealth bonus: +20 Physical save: +9 (+2 eff.) Mental save: +10 (+3 eff.) A belt that goes around your waist. |
In off hand | voratun mace 'Xerudathra' (59.5-83.3 power, 6 apr) voratun mace 'Xerudathra' (59.5-83.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Changes resistances: +9% blight / +6% arcane Changes damage: +3% all Light radius: +3 Infravision radius: +2 Blunt and deadly. |
Cloak | Bregarak the Splendourwake (17 def, 10 armour) Bregarak the Splendourwake (17 def, 10 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Armour: +10 Defense: +17 (+5 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 light Damage when hit (Melee): 12 blight Changes stats: +6 Cun / +4 Dex Changes resistances: +9% sound / +10% mind / +8% darkness / +10% lightning Changes resistances penetration: +15% blight Changes damage: +6% blight / +9% temporal Physical save: +20 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +25 (+7 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 | Glimmerpride the voratun plate armour (9 def, 26 armour) Glimmerpride the voratun plate armour (9 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +16% Damage (Melee): 12 arcane Damage when hit (Melee): 12 mind / 8 temporal Changes resistances: +25% temporal Changes damage: +6% light / +6% blight Critical mult.: +10.00% Physical save: +15 (+4 eff.) Life regen: +8.00 Stamina each turn: +2.30 Vim when firing critical spell: +3.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 A suit of armour made of metal plates. |
Inventory
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
archmage's voratun amulet of mastery (0.40 Cunning / Tactical) archmage's voratun amulet of mastery (0.40 Cunning / Tactical)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold Talent mastery: +0.40 Cunning / Tactical Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
serendipitous voratun amulet of strength (+20) serendipitous voratun amulet of strength (+20)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +19 (+6 eff.) Changes stats: +20 Lck / +9 Str Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +9 Str / +10 Con Life regen: +1.90 Maximum life: +92.00 Healing mod.: +27% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. sneakthief's voratun ring of vanishmentsneakthief's voratun ring of vanishment Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +17 (+5 eff.) Changes stats: +10 Dex / +10 Cun / +20 Lck Reduce all damage from unseen attackers: 8% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 40 cooldown : Effective talent level: 6.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 800% faster and gaining 10% chance to evade melee attacks for 3 game turns. When this effect ends you'll become invisible (power 40) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings can have magical properties. |
voratun ring 'Corruptionbolt' voratun ring 'Corruptionbolt'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes stats: +2 Wil Changes damage: +9% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+3 eff.) Silence immunity: +50% Mana each turn: +0.36 Psi when firing a critical mind attack: +2.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Talent on hit(nature): Flamespit (20% chance level 1). Rings can have magical properties. |
Balarach the voratun battleaxe (56.5-84.75 power, 4 apr) Balarach the voratun battleaxe (56.5-84.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Moonlight Ray (10% chance level 4). On weapon hit: * 49% chance to daze at end of turn Damage (Melee): +28 temporal / +26 nature / +42 cold When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +20% lightning / +5% arcane / +5% blight Critical mult.: +5.00% Spellpower: +2 (+1 eff.) Talent on hit(mindpower): Slime Spit (5% chance level 1). Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. glacial stralite battleaxe of nature (47.5-71.25 power, 3 apr)glacial stralite battleaxe of nature (47.5-71.25 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Burst (radius 2) on crit: +35 ice When wielded/worn: Armour: +19 Changes resistances: +13% all Changes resistances penetration: +19% nature / +19% cold Massive two-handed battleaxes. |
Cuthudramnir (50-65 power, 9 apr) Cuthudramnir (50-65 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 72% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Pyrokinesis (5% chance level 1). Burst (radius 2) on crit: +16 fire This is a bardic weapon. When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Damage (Melee): 16 blight Damage when hit (Melee): 8 mind / 4 arcane Changes resistances: +3% temporal Changes resistances penetration: +11% physical / +12% fire Changes damage: +6% arcane / +6% mind Critical mult.: +20.00% Spell crit. chance: +2% Global speed: +5% Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 68% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence This is a bardic weapon. When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Victario's Trick Lute (38-49.4 power, 8 apr) Victario's Trick Lute (38-49.4 power, 8 apr)Requires: - Willpower 28 - Dexterity 24 - Cunning 28 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 It is part of a set of items. 'Stay a while, and listen to the grand tales of Victario, the Harbinger of Everlasting Story!' Base power: 38.0 - 49.4 Uses stats: 76% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * plays a power chord, dazing the target This is a bardic weapon. When wielded/worn: Changes stats: +4 Cun / +4 Wil Talent masteries: +0.10 Technique / Battle ballads +0.10 Technique / Performance arts Victario was a famed minstrel whose tales of adventure and heroism entertained thousands in Maj'Eyal. His blessed lute-smaller than most stringed devices-served another purpose as a self-defense weapon to strike down bandits and marauders. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of ruin (38-49.4 power, 9 apr)balanced voratun dagger of ruin (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 72% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Physical crit. chance: +11.0% Defense: +12 (+4 eff.) Critical mult.: +14.00% Disarm immunity: +40% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. bursting voratun greatmaul of purging (66.5-99.75 power, 4 apr)bursting voratun greatmaul of purging (66.5-99.75 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +28 nature Burst (radius 2) on crit: +28 shocking sound When wielded/worn: Changes resistances penetration: +20% sound Massive two-handed mauls. |
Shockreaper the voratun greatsword (61.5-98.4 power, 4 apr) Shockreaper the voratun greatsword (61.5-98.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 72% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +40% Damage (Melee): +28 acid When wielded/worn: Damage when hit (Melee): 12 lightning / 31 fire Changes stats: +3 Cun Changes resistances: +15% lightning Changes damage: +15% lightning / +9% all Mana each turn: +0.12 Infravision radius: +3 Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Squalorking (59.5-83.3 power, 6 apr)Squalorking (59.5-83.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 59.5 - 83.3 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +20 blight When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +15 Damage (Melee): 20 nature Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +12% physical Mental save: +10 (+3 eff.) Disease immunity: +35% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum hate: +4.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Sharp, long, and deadly. |
voratun longsword 'Cloudworm' (43.5-60.9 power, 6 apr) voratun longsword 'Cloudworm' (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * Random elemental explosion Damage (Melee): +30 cold When wielded/worn: Physical power: +12 (+1 eff.) Damage (Melee): 8 lightning Damage when hit (Melee): 4 lightning Changes stats: +7 Con Changes resistances penetration: +17% acid / +15% physical / +15% cold / +17% lightning / +17% fire Disarm immunity: +26% Hate per kill: +2.00 Psi per kill: +4.00 Maximum psi: +20.00 Light radius: +2 Movement speed: +20% Sharp, long, and deadly. |
Thunderfall (50-70 power, 6 apr) 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: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical When wielded/worn: Talent masteries: +0.20 Wild-gift / Thunder +0.20 Wild-gift / Supercell 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, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Bablek (16-17.6 power, 40 apr, nature damage) Bablek (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. This harmonious mindstar will complement other natural mindstars. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +25 shocking sound When wielded/worn: Damage (Melee): 12 arcane Changes stats: +2 Mag Changes resistances: +6% acid / +9% darkness / +6% blight / +10% nature / +9% arcane Changes resistances penetration: +10% nature / +12% sound Changes damage: +9% sound / +10% nature / +9% blight Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.80 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +4 (+1 eff.) Mindpower: +22 (+5 eff.) Mental crit. chance: +11% 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. |
Nerutha the Earthgrind Nerutha the EarthgrindRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 53% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +15.0% Defense: +4 (+1 eff.) Effects on ranged hit: * 25 arcane resource burn Changes stats: +5 Cun / +7 Wil Changes resistances: +3% lightning / +6% cold / +3% physical / +3% blight Changes resistances penetration: +22% physical Changes damage: +6% nature / +22% physical Talent mastery: +0.10 Wild-gift / Antimagic Disarm immunity: +15% Mindpower: +14 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
dragonbone vilestaff 'Adutta' (41-49.2 power, 6 apr, darkness element) dragonbone vilestaff 'Adutta' (41-49.2 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Armour: +12 Armour Hardiness: +12% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Dex / +5 Cun Changes resistances: +6% fire Changes damage: +41% darkness Talent granted: +1 Command Staff Critical mult.: +19.00% Physical save: +8 (+2 eff.) Poison immunity: +20% Spellpower: +20 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 6.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 75 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Emelata EmelataInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +13 (+1 eff.) Armour: +4 Changes stats: +6 Str / +2 Lck / +6 Con Changes resistances: +10% acid / +15% temporal / +10% cold / +23% lightning / +9% fire Changes damage: +3% all / +12% physical Physical save: +14 (+4 eff.) Maximum life: +40.00 Size category: +1 A belt that goes around your waist. |
Polerin the drakeskin leather belt Polerin the drakeskin leather beltPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Wil / +9 Cun Changes resistances penetration: +15% mind Changes damage: +24% temporal Reduces incoming crit damage: 10.00% Physical save: +34 (+8 eff.) Spell save: +19 (+5 eff.) Mental save: +34 (+10 eff.) Spellpower: +12 (+3 eff.) Mindpower: +12 (+3 eff.) Light radius: +3 Infravision radius: +3 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Requires: Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Durisadan (14 def, 11 armour) Durisadan (14 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: -3% Changes damage: +15% arcane Maximum encumbrance: +49 Physical save: +62 (+14 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Psi when firing a critical mind attack: +7.00 Hate per kill: +8.00 Maximum mana: +120.00 Maximum pos.energy: +25.00 Maximum neg.energy: +25.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galyrevon the Wretchqueller (0 def, 5 armour) Galyrevon the Wretchqueller (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 33% chance to disease Damage (Melee): 12 lightning Damage when hit (Melee): 16 lightning Changes stats: +4 Str / +4 Con Changes resistances: +21% lightning Changes resistances penetration: +25% blight / +41% nature Talent on hit(nature): Poisonous Spores (15% chance level 1). Talent on hit(mindpower): Slime Spit (5% chance level 2). It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stokedredge the pair of voratun boots (6 def, 5 armour) Stokedredge the pair of voratun boots (6 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% darkness / +24% fire / +6% blight / +14% cold / +6% mind / +1% all Reduce damage by fixed amount: +10 all Reduces incoming crit damage: 5.00% Spell save: +10 (+3 eff.) Cut immunity: +5% Spellpower: +6 (+2 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Ulfylach' (0 def, 5 armour) pair of drakeskin leather boots 'Ulfylach' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Armour Hardiness: +5% Fatigue: -5% Damage when hit (Melee): 16 blight / 8 physical Changes stats: +1 Str / +6 Cun / +6 Con Changes resistances: +9% lightning / +6% fire Changes resistances penetration: +15% physical Maximum encumbrance: +50 Physical save: +35 (+9 eff.) Mental save: +25 (+7 eff.) Spellpower: +6 (+2 eff.) Healing mod.: +20% A pair of boots made of leather. |
Gunudig the drakeskin leather gloves (14 def, 3 armour) Gunudig the drakeskin leather gloves (14 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Defense: +14 (+4 eff.) Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold / 16 arcane / 31 sound Damage (Ranged): 17 sound Damage when hit (Melee): 12 acid Changes stats: +5 Wil / +11 Mag Changes resistances: +10% lightning / +10% sound / +6% blight / +6% acid Changes resistances penetration: +10% blight Changes damage: +6% acid Disarm immunity: +28% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Power Chord (10% chance level 5). When this weapon crits: Dirty Fighting (20% chance level 5). Damage (Melee): +19 ice / +8 blight / +29 fire / +25 acid / +29 lightning Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +40 lightning / +30 dazing sound / +8 blight It can be used to activate talent Dirty Fighting, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You make a low blow against a sensitive point on the target, dealing 207% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 23 and their stun, blind, confusion and pin immunities to 50% of normal for 7 turns. This effect bypasses saves. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Skyjam' (0 def, 2 armour) dwarven-steel gauntlets 'Skyjam' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+1 eff.) Armour: +2 Effects on melee hit: * 15% chance to blind Damage (Melee): 8 light Changes stats: +5 Str Changes resistances: +9% lightning Changes resistances penetration: +25% blight When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% Damage (Melee): +16 lightning Burst (radius 1) on hit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. scouring drakeskin leather gloves of sorrow (0 def, 3 armour)scouring drakeskin leather gloves of sorrow (0 def, 3 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 22% chance to cause random gloom Damage (Melee): 39 mind / 40 darkness Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 35 arcane resource burn Spell save: +23 (+6 eff.) Mental save: -5 (-2 eff.) Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 35% chance to reduce effective powers by 20% * 32 arcane resource burn It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
skald's voratun gauntlets of archery (15 def, 3 armour) skald's voratun gauntlets of archery (15 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +14 Armour: +3 Defense: +15 (+5 eff.) Damage (Melee): 13 sound Damage (Ranged): 19 sound Changes stats: +9 Cun / +9 Dex Disarm immunity: +35% When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Dirty Fighting (20% chance level 5). Burst (radius 2) on crit: +27 dazing sound It can be used to activate talent Dirty Fighting, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You make a low blow against a sensitive point on the target, dealing 207% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 23 and their stun, blind, confusion and pin immunities to 50% of normal for 7 turns. This effect bypasses saves. Metal gloves protecting the hands up to the middle of the lower arm. |
Singeguile (0 def, 5 armour) Singeguile (0 def, 5 armour)Infused by nature 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: * 10% chance to disease Damage when hit (Melee): 12 fire Changes stats: +5 Cun / +4 Wil Changes resistances: +6% temporal / +24% cold / +9% fire Changes resistances penetration: +10% temporal Changes damage: +12% blight / +18% fire Allows you to breathe in: water Stamina when hit: +3.00 Equilibrium when hit: +2.50 Mindpower: +6 (+1 eff.) A cap made of leather. |
Xonne the voratun helm (0 def, 5 armour) Xonne the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 24 arcane resource burn Damage when hit (Melee): 10 physical Changes stats: +5 Str / +2 Wil / +4 Cun Changes resistances: +6% acid / +12% fire Talent mastery: +0.10 Celestial / Combat Movement speed: +20% Skullcracker multiplicator: +3 Talent on hit(nature): Poisonous Spores (5% chance level 1). It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1173.8 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morbusstrider (5 def, 16 armour) Morbusstrider (5 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +5 Mag / +4 Con / +4 Lck Changes resistances: +27% acid / +15% cold / +9% nature Changes resistances penetration: +20% acid / +30% nature / +6% all Allows you to breathe in: water Infravision radius: +3 See invisible: +6 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant hardened leather armour of command (14 def, 14 armour)radiant hardened leather armour of command (14 def, 14 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +14 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 10 light Changes stats: +4 Cun / +4 Wil Changes resistances: +22% blight / +22% darkness Mental save: +19 (+6 eff.) Light radius: +2 A suit of armour made of leather. |
Borintir the Galerain (12 def, 3 armour, 206.5 block) Borintir the Galerain (12 def, 3 armour, 206.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 20 ice / 20 shocking sound Changes stats: +6 Cun / +5 Wil Changes resistances: +20% sound / +18% cold / +23% fire Talent masteries: +0.10 Psionic / Psychic Gifts +0.10 Technique / Unarmed training Talent granted: +5 Block Reduces incoming crit damage: 5.00% Light radius: +2 See invisible: +3 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 150 block) Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
130 alchemist agate 130 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Nesin the dragonbone flute (31.5-37.8 power, 7 apr, physical damage) Nesin the dragonbone flute (31.5-37.8 power, 7 apr, physical damage)Requires: - Dexterity 35 - Cunning 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: instrument / flute ; tier 5 Base power: 31.5 - 37.8 Uses stats: 50% Mag, 78% Cun Damage type: Physical Armour Penetration: +7 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +32 light Damage against: +36% Undead This instrument will act as a bashing device. When wielded/worn: Physical crit. chance: +11.0% Physical power: +2 (+0 eff.) Damage when hit (Melee): 8 temporal Changes stats: +4 Str Changes resistances: +20% sound / +6% temporal Changes resistances penetration: +15% mind Critical mult.: +3.00% Physical save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
dragonbone flute 'Glittermark' (33-39.6 power, 7 apr, physical damage) dragonbone flute 'Glittermark' (33-39.6 power, 7 apr, physical damage)Requires: - Dexterity 35 - Cunning 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: instrument / flute ; tier 5 Base power: 33.0 - 39.6 Uses stats: 50% Mag, 78% Cun Damage type: Physical Armour Penetration: +7 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Moonlight Ray (5% chance level 2). On weapon hit: * 16% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target Burst (radius 2) on crit: +4 light This instrument will act as a bashing device. When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +12 (+4 eff.) Damage when hit (Melee): 12 light Changes stats: +1 Con Changes resistances: +18% sound Changes resistances penetration: +14% acid / +10% light / +14% fire / +14% lightning / +14% cold Mental save: +8 (+2 eff.) Disarm immunity: +34% Maximum stamina: +15.00 Mindpower: +8 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
jade 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Strikebliss' dwarven lantern 'Strikebliss'Requires: Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage (Melee): 20 blight Changes stats: +11 Mag / +6 Cun / +9 Lck Changes resistances: +12% lightning Changes resistances penetration: +15% lightning / +25% mind Changes damage: +15% blight Light radius: +9 Infravision radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
3 bloodstone 3 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 opal 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. |
4 ruby 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 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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun singing sword of massacre (75.5-105.7 power, 4 apr)inquisitor's voratun singing sword of massacre (75.5-105.7 power, 4 apr) Requires: - Strength 48 - Cunning 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: instrument / singsword ; tier 5 It must be held with both hands. Base power: 75.5 - 105.7 Uses stats: 54% Wil, 25% Cun, 50% Mag Damage type: Physical Mastery: Weapons Mastery Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 27 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +20 sound This is a bardic weapon. When wielded/worn: Mindpower: +5 (+1 eff.) A two-handed sword that converts voice into sound. |
This item will automatically be transmogrified when you leave the level. quiet voratun torque of charged psionic shield [power 167] (20 cooldown)quiet voratun torque of charged psionic shield [power 167] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 167 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of thorny skin 'Bleakmalice' [power 90] (20 cooldown) dragonbone totem of thorny skin 'Bleakmalice' [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage (Melee): 12 darkness Changes stats: +3 Cun / +4 Dex Changes resistances: +3% darkness Changes resistances penetration: +12% all Talent masteries: +0.10 Cursed / Slaughter +0.10 Spell / Golemancy Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws Maximum psi: +30.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
Achievements
By Heavy Hitter the Skeleton Adventurer level 50
56th Regrowth 123rd year of Ascendancy at 12:56 see stats
By Heavy Hitter the Skeleton Adventurer level 25
32nd Dusk 122nd year of Ascendancy at 16:13 see stats
By Heavy Hitter the Skeleton Adventurer level 50
54th Regrowth 123rd year of Ascendancy at 17:07 see stats
By Heavy Hitter the Skeleton Adventurer level 50
67th Regrowth 123rd year of Ascendancy at 23:29 see stats
By Heavy Hitter the Skeleton Adventurer level 50
63rd Regrowth 123rd year of Ascendancy at 02:54 see stats
By Heavy Hitter the Skeleton Adventurer level 50
8th Regrowth 123rd year of Ascendancy at 11:29 see stats
By Heavy Hitter the Skeleton Adventurer level 8
10th Mirth 122nd year of Ascendancy at 09:56 see stats
By Heavy Hitter the Skeleton Adventurer level 50
60th Regrowth 123rd year of Ascendancy at 21:28 see stats
By Heavy Hitter the Skeleton Adventurer level 50
54th Regrowth 123rd year of Ascendancy at 03:06 see stats
By Heavy Hitter the Skeleton Adventurer level 47
1st Wintertide 123rd year of Ascendancy at 03:57 see stats
By Heavy Hitter the Skeleton Adventurer level 30
77th Dusk 122nd year of Ascendancy at 23:53 see stats
By Heavy Hitter the Skeleton Adventurer level 50
42nd Pyre 123rd year of Ascendancy at 10:26 see stats
By Heavy Hitter the Skeleton Adventurer level 25
32nd Dusk 122nd year of Ascendancy at 15:51 see stats
By Heavy Hitter the Skeleton Adventurer level 50
68th Regrowth 123rd year of Ascendancy at 01:34 see stats
By Heavy Hitter the Skeleton Adventurer level 10
9th Flare 122nd year of Ascendancy at 01:42 see stats
By Heavy Hitter the Skeleton Adventurer level 20
31st Dusk 122nd year of Ascendancy at 19:26 see stats
By Heavy Hitter the Skeleton Adventurer level 30
77th Dusk 122nd year of Ascendancy at 23:08 see stats
By Heavy Hitter the Skeleton Adventurer level 40
10th Decay 122nd year of Ascendancy at 02:58 see stats
By Heavy Hitter the Skeleton Adventurer level 50
1st Wintertide 123rd year of Ascendancy at 20:16 see stats
By Heavy Hitter the Skeleton Adventurer level 50
47th Regrowth 123rd year of Ascendancy at 11:16 see stats
By Heavy Hitter the Skeleton Adventurer level 50
40th Pyre 123rd year of Ascendancy at 10:54 see stats
By Heavy Hitter the Skeleton Adventurer level 37
50th Haze 122nd year of Ascendancy at 09:52 see stats
By Heavy Hitter the Skeleton Adventurer level 50
27th Pyre 123rd year of Ascendancy at 23:22 see stats
By Heavy Hitter the Skeleton Adventurer level 37
50th Haze 122nd year of Ascendancy at 11:01 see stats
By Heavy Hitter the Skeleton Adventurer level 31
8th Haze 122nd year of Ascendancy at 09:04 see stats
By Heavy Hitter the Skeleton Adventurer level 22
32nd Dusk 122nd year of Ascendancy at 08:16 see stats
By Heavy Hitter the Skeleton Adventurer level 50
60th Regrowth 123rd year of Ascendancy at 22:45 see stats
By Heavy Hitter the Skeleton Adventurer level 25
32nd Dusk 122nd year of Ascendancy at 16:13 see stats
By Heavy Hitter the Skeleton Adventurer level 10
9th Flare 122nd year of Ascendancy at 01:48 see stats
By Heavy Hitter the Skeleton Adventurer level 25
32nd Dusk 122nd year of Ascendancy at 16:13 see stats
By Heavy Hitter the Skeleton Adventurer level 31
8th Haze 122nd year of Ascendancy at 09:04 see stats
By Heavy Hitter the Skeleton Adventurer level 10
10th Flare 122nd year of Ascendancy at 14:32 see stats
By Heavy Hitter the Skeleton Adventurer level 50
18th Pyre 123rd year of Ascendancy at 22:16 see stats
By Heavy Hitter the Skeleton Adventurer level 30
7th Haze 122nd year of Ascendancy at 21:13 see stats
By Heavy Hitter the Skeleton Adventurer level 18
31st Dusk 122nd year of Ascendancy at 13:58 see stats
By Heavy Hitter the Skeleton Adventurer level 50
45th Pyre 123rd year of Ascendancy at 17:03 see stats
By Heavy Hitter the Skeleton Adventurer level 50
54th Regrowth 123rd year of Ascendancy at 03:39 see stats
Log
Ghast regains their energy.
Ghast is no longer influenced by martyrdom.
Armoured skeleton warrior uses Overpower.
Your shield crumbles under the damage!
You have deflected 88 incoming damage!
You fight through the pain! (+13 hate)
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Heavy Hitter resists the knockback!
Your shield crumbles under the damage!
Your hatred grows even as your life fades! (+4 hate)
Heavy Hitter's spell attains critical power!
Your shield crumbles under the damage!
Your hatred grows even as your life fades! (+7 hate)
Heavy Hitter's spell attains critical power!
Skeleton master archer regains their energy.
Skeleton master archer is no longer influenced by martyrdom.
Armoured skeleton warrior shrugs off the critical damage!
Armoured skeleton warrior regains their energy.
Armoured skeleton warrior is not dazed anymore.
Armoured skeleton warrior is no longer cursed.
Armoured skeleton warrior uses Shield Pummel.
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Heavy Hitter's spell attains critical power!
Your shield crumbles under the damage!
Your shield crumbles under the damage!
Saving game...