





















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Infinite Dungeon Bug Fix attempt 1.7.4Attempts to fix the bugs causing infinite dungeon challenges to improperly end. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 85 / 28% |
Size | big |
Lifes / Deaths | Killed by degenerated skeleton warrior at level 1 on the 16th Voratun 122nd year of Ascendancy at 12:44 / 1 |
Primary Stats
Strength | 100 (base 15) |
Dexterity | 115 (base 70) |
Constitution | 62 (base 15) |
Magic | 166 (base 94) |
Willpower | 135 (base 94) |
Cunning | 81 (base 12) |
Resources
Mana | 1184/1184 |
Life | 2943/2943 |
Paradox | 300 |
Psi | 734/734 |
Vim | 418/418 |
Steam | 100/100 |
Positive | 292/292 |
Stamina | 606/606 |
Equilibrium | 40 |
Healing Factor | 1.5022705455167 |
Regeneration | 11.015026907985 |
Speed
Mental | +20.46272141332% |
Attack | +5.76120951703% |
Movement | 0% |
Spell | 0% |
Global | +105.62626803985% |
Vision
Sight | 11 |
Lite | 27 |
Infravision | 16 |
See Stealth | 148.40824769736 |
See Invisible | 138.40824769736 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Barehand
Damage | 77 |
Accuracy | 60 |
Crit Chance | 87% |
APR | 70 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 45% |
Speed | 1 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 61% |
Speed | 0.94552625160643 |
Offense: Damage Bonus
Acid | +45% |
Blight | +74% |
Arcane | +20% |
Cold | +24% |
All | +5% |
Physical | +34% |
Lightning | +36% |
Light | +51% |
Temporal | +30% |
Mind | +8% |
Darkness | +35% |
Fire | +71% |
Nature | +49% |
Offense: Damage Penetration
Acid | +48% |
Blight | +48% |
Arcane | +50% |
Cold | +48% |
All | +25% |
Lightning | +48% |
Light | +65% |
Physical | +83% |
Mind | +40% |
Darkness | +58% |
Fire | +48% |
Nature | +48% |
Defense: Base
Armour (hardiness) | 164.8204591481 (73.678270784467%) |
Defense | 106 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 69.375 |
Mental Save | 70 |
Defense: Resistances
Acid | + 53%( 84%) |
Blight | + 47%( 84%) |
Arcane | + 49%( 84%) |
Cold | + 74%( 84%) |
All | + 36%( 84%) |
Physical | + 56%( 84%) |
Lightning | + 53%( 84%) |
Light | + 63%( 84%) |
Temporal | + 59%( 94%) |
Mind | + 82%(114%) |
Darkness | + 69%( 84%) |
Fire | + 48%( 84%) |
Nature | + 55%( 84%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 90% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 625 damage for 8 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 249% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.0 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Threaded Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 8/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Psionic / Solipsism | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Wild-gift / Ooze | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Doom shield | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Demented / Calamity | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Total Thuggery |
talent | Matter Weaving |
talent | Searing Sight |
talent | Mitosis |
talent | Weapon Folding |
talent | Jinxed Touch |
talent | Stone Vines |
talent | Disintegration |
talent | Shards |
talent | Shock Hands |
talent | Hardened Core |
talent | Aether Permeation |
talent | Beyond the Flesh |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target's physical resistance has been reduced by -5%. Weakened Defenses |
detrimental effect | Ethereal Form bonuses reduced by 20% Ethereal Form |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
beneficial effect | The target's skin reacts to damage, granting 22 armour. Stoneskin |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+31% global speed). Clarity |
beneficial effect | The target has 20 increased saves and defense, 15% increased critical chance, and 16% chance to avoid all damage. 10 Jinx |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | Soul absorbed upon death. Soul Leech |
detrimental effect | The target is off balance and is 61% more likely to be crit by the target that set it up. In addition all its saves are reduced by 61. Set Up |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 101): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Eilinirivena the dreaming horror'. Infinite Dungeon Challenge (Level 102): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 311 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 103): Rush Hour (311)Turns left: 123 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 104): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 105): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 106): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 107): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: Random Artifact: Blizzardhunt (8 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: Random Artifact: Korelasus (0 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 23): Near SightedYou completed the challenge and received: Random Artifact: Flashcast (38-49 power, 9 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: Random Artifact: Freezewish (2 def, 0 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 25): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 27): PacifistYou completed the challenge and received: +1 Prodigy Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: Random Artifact: Tempestwolf | done |
Proceed directly to the next Infinite Dungeon level in less than 254 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 29): Rush Hour (254)Turns left: 146 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 31): Near SightedYou completed the challenge and received: Random Artifact: Cloudflash (0 def, 3 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 33): PacifistYou completed the challenge and received: +1 Class Point and +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 34): Near SightedYou completed the challenge and received: Random Artifact: Goradas (28-40 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 36): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 74 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (74)Turns left: 57 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 95 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 42): Rush Hour (95)Turns left: 7 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): ExterminatorYou completed the challenge and received: Random Artifact: Xerutha (48-77 power, 3 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 365 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 44): Rush Hour (365)Turns left: 231 You completed the challenge and received: Random Artifact: Balancesin (48-66 power, 6 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 45): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Chargegash (13-20 power, 0 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 47): Near SightedYou completed the challenge and received: Random Artifact: Chillbiter | done |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 48): Rush Hour (134)Turns left: 15 You completed the challenge and received: Random Artifact: Mayoriwyn (0 def, 22 armour, 68-81 power, 254.98780306384 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 52): ExterminatorYou completed the challenge and received: Random Artifact: Frosttrencher | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 54): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 56): ExterminatorYou completed the challenge and received: Random Artifact: Arowyn (66-98 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 58): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 60): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 209 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 61): Rush Hour (209)Turns left: 58 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 71 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 62): Rush Hour (71)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 65): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 66): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 67): ExterminatorYou completed the challenge and received: Random Artifact: Velodhemina (41-62 power, 0 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 69): ExterminatorYou completed the challenge and received: Random Artifact: Lunar Shield (0 def, 20 armour, 45-63 power, 250 block) | done |
Proceed directly to the next Infinite Dungeon level in less than 323 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 70): Rush Hour (323)Turns left: 306 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 71): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 72): ExterminatorYou completed the challenge and received: Random Artifact: Glareire (0 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 74): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): ExterminatorYou completed the challenge and received: Random Artifact: Bill's Tree Trunk (30-51 power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 78): ExterminatorYou completed the challenge and received: Random Artifact: Muckstake (25-30 power, 5 apr, arcane element) | done |
Wake up and kill the dreaming horror boss 'Belessra the dreaming horror'. Infinite Dungeon Challenge (Level 79): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Aerassra the dreaming horror'. Infinite Dungeon Challenge (Level 80): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 83): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 84): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 85): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 87): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 88): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 137 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 89): Rush Hour (137)Turns left: 33 You completed the challenge and received: Random Artifact: Isadalaith (14-19 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 91): ExterminatorYou completed the challenge and received: Random Artifact: Anmalice (47-66 power, 20 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 92): ExterminatorYou completed the challenge and received: Random Artifact: Smearreign | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 94): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 98): Near SightedYou completed the challenge and received: Random Artifact: Dimshear (3 def, 12 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 179 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 99): Rush Hour (179)Turns left: 88 You completed the challenge and received: Random Artifact: Pureking | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Cyst Burst (25% chance level 1). When this weapon hits: Epidemic (25% chance level 1). On weapon hit: * injects a simple virus dealing 92 blight damage on hit and lowering the victims highest stat Damage (Ranged): +20 draining blight When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 39 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. This item has been sent to the Item's Vault. |
Light source | ![]() Requires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +35% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +15 See stealth: +10 Absorbs all darkness (power 163, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 400.13 darkness damage (based on Mindpower and charge) Activation costs 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. This item has been sent to the Item's Vault. |
On head | ![]() Requires: - Level 15 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +65% mind / +10% all Changes resistances cap: +30% mind Talent granted: +4 Arcane Disruption Wave Mental save: +20 (+5 eff.) Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Global speed: -25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. You are immune to mental status effects. Nothing will ever reach you again. This item has been sent to the Item's Vault. |
Tool | ![]() Requires: - Level 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +3 Dex / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +3% mind Maximum hate: +6.00 Lowers spell cool-downs by: 30% Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | ![]() |
On fingers | ![]() Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Talent granted: +5 Bloodcasting Stamina each turn: +5.20 Vim each turn: +4.00 Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 364.40 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s) Activation costs 22 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. This item has been sent to the Item's Vault. |
Around waist | ![]() |
Main armor | ![]() |
On feet | ![]() Requires: - 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: +14 Fatigue: +4% Damage when hit (Melee): 6 mind Changes stats: +4 Str / +6 Mag / +6 Wil / +2 Cun / +8 Con Changes resistances: +6% mind Changes resistances penetration: +15% mind Physical save: +15 (+2 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +5 (+1 eff.) Lowers spell cool-downs by: 10% Infravision radius: +7 It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. This item has been sent to the Item's Vault. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +27 Armour Hardiness: +13% Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Damage when hit (Melee): 2 mind Changes stats: +8 Dex / +1 Wil / +9 Cun / +14 Con Changes resistances: +15% blight / +12% physical Talent granted: +5 Iron Grip Mental save: +13 (+3 eff.) Disarm immunity: +100% Psi when hit: +0.16 Hate when firing a critical mind attack: +1.00 Maximum life: +67.00 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +22 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Cloak | ![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal / +25% nature / +25% cold Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 34 power out of 50/50) : Effective talent level: 2.8 Power cost: 34 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 10 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. This item has been sent to the Item's Vault. |
Around neck | ![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +10 (+4 eff.) Armour: +16 Defense: +24 (+4 eff.) Changes resistances: +24% lightning / +12% cold / +24% acid Changes resistances cap: +14% all Reduces incoming crit damage: 10.00% Physical save: +52 (+8 eff.) Stun/Freeze immunity: +38% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() 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: 10 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 32%, your defense is increased by 32 and all your resistances by 32%. 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. |
![]() 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: 10 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 199 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Blindspike Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Wil / +16 Cun / +7 Con Changes resistances: +29% lightning Changes resistances penetration: +37% fire Reduces incoming crit damage: 22.40% Stun/Freeze immunity: +50% Light radius: +4 Infravision radius: +4 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +6 Con Changes resistances: +26% fire / +27% cold Changes damage: +12% physical Talent mastery: +0.39 Spell / Temporal Physical save: +16 (+2 eff.) Life regen: +11.00 Maximum life: +78.00 Maximum stamina: +30.00 Amulets make your neck look great! |
![]() Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 34 power out of 80/80) : Effective talent level: 2.5 Power cost: 34 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. This item has been sent to the Item's Vault. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical power: +18 (+6 eff.) Defense: +17 (+3 eff.) Effects on melee hit: * 25% chance to reduce armor by 49% * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 6 acid / 6 cold Changes resistances penetration: +5% mind Changes damage: +15% cold / +6% all Mental save: +14 (+3 eff.) Confusion immunity: +50% Spellpower: +15 (+3 eff.) Mindpower: +20 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +16 Effects on melee hit: * 26% chance to reduce damage dealt by 31% Changes stats: +18 Str / +8 Mag / +8 Cun / +10 Con Changes resistances: +6% arcane Spell save: +9 (+1 eff.) Mana each turn: +0.28 Vim when firing critical spell: +2.57 Spellpower: +15 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
![]() Requires: - Level 35 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 20 power out of 30/30) : Effective talent level: 3.5 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +35 (+6 eff.) Damage when hit (Melee): 6 physical Changes stats: +20 Cun / +10 Dex Changes resistances: +3% physical Changes damage: +3% temporal Life regen: +20.00 Stamina each turn: +1.00 Maximum life: +100.00 Maximum stamina: +34.07 Healing mod.: +19% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
![]() Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 30% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 30% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Isloritira the Ebonywitch (38-49 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.5 - 48.8 Uses stats: 30% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 temporal When wielded/worn: Changes stats: +6 Str / +4 Mag / +3 Wil / +14 Con Changes resistances: +18% darkness Changes damage: +27% temporal Reduces incoming crit damage: 22.40% Infravision radius: +4 Sharp, short and deadly. |
![]() quick stralite dagger of paradox (30-38 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Mag, 30% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 temporal When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +6 Dex Changes resistances: +16% temporal Combat speed: +10% Sharp, short and deadly. |
![]() quick voratun dagger of corruption (39-51 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Mag, 30% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +7 Dex Combat speed: +10% Sharp, short and deadly. |
![]() voratun dagger of corruption (38-50 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Mag, 30% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger of rage (19-25 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Mag, 30% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Physical power: +11 (+4 eff.) Changes stats: +7 Str / +5 Con Changes resistances penetration: +11% physical Changes damage: +11% physical Disarm immunity: +25% Sharp, short and deadly. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to reduce strength, dexterity, and constitution by 39 Damage (Melee): +27 blight / +12 cold Damage (radius 2) on crit: +124 fire When wielded/worn: Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 39 Changes stats: +19 Str / +19 Dex / +19 Mag / +16 Wil / +19 Cun / +16 Con Changes resistances: +5% arcane / +9% nature Changes resistances penetration: +26% fire Teleport immunity: +10% Global speed: +15% Massive two-handed mauls. |
![]() Elyth the Glintkarma (23-37 power, 2 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 39 On weapon crit: * Splash the target with acid dealing 244 damage over 5 turns and reducing armor and accuracy by 31 Damage (radius 1) on hit: +30 light Damage (radius 2) on crit: +30 light When wielded/worn: Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 39 Damage when hit (Melee): 12 blight / 15 light / 15 lightning Changes resistances: +27% lightning Changes resistances penetration: +30% blight Massive two-handed swords. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 206 to 412 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() Shinemarrow the elven-wood magestaff (35-42 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 acid Changes stats: +8 Cun Changes resistances: +12% acid Changes resistances penetration: +22% light / +25% mind Changes damage: +35% fire Talent granted: +1 Command Staff Critical mult.: +25.00% Equilibrium when hit: +0.64 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Mental crit. chance: +11% Light radius: +4 Staves designed for wielders of magic, by the greats of the art. |
![]() Torekhad the Arcwinnow (42-50 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +10.0% Defense: +30 (+5 eff.) Changes stats: +7 Dex Changes resistances: +24% lightning Changes resistances penetration: +22% physical Changes damage: +42% blight Talent granted: +1 Command Staff Physical save: +15 (+2 eff.) Stamina each turn: +4.48 Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone vilestaff 'Festergore' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Changes resistances: +9% mind / +6% nature Changes resistances penetration: +15% darkness / +10% fire Changes damage: +18% temporal / +30% darkness / +15% nature Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Reduces paradox anomalies(equivalent to willpower): +15 Talent on hit(spell): Ice Shards (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 40 power out of 150/150) : Effective talent level: 4.5 Power cost: 40 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 433.28. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() truestriking voratun waraxe of projection (41-57 power, 6 apr) Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +15 Changes resistances penetration: +15% physical One-handed war axes. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 39 * 10% chance to reduce damage dealt by 31% Damage when hit (Melee): 12 temporal Changes stats: +6 Dex / +8 Wil / +14 Cun Changes resistances: +6% mind Changes resistances penetration: +15% darkness Changes damage: +3% temporal / +9% darkness Damage against: +45% Summoned Reduced damage from: +45% Summoned Mental save: +15 (+4 eff.) Spellpower: +12 (+2 eff.) Mental crit. chance: +15% A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() Zubibeth the Blizzardtitan (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +16% darkness / +27% cold / +15% mind / +11% all Changes resistances penetration: +37% temporal Changes damage: +15% arcane / +27% cold Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +28 (+7 eff.) Mana each turn: +0.56 Mana when firing critical spell: +2.99 Vim when firing critical spell: +2.99 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 cashmere robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +12 Mag / +12 Wil Changes resistances: +11% all Silence immunity: +34% Mana each turn: +0.25 Psi each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Level 15 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 20% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. This item has been sent to the Item's Vault. |
![]() shielding elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +19 Mag / +10 Con Changes damage: +20% arcane Spell save: +13 (+2 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 7.2 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 31 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() marauder's rough leather armour of alacrity (7 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Physical save: +8 (+1 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() prismatic reinforced leather armour of the void (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 9 darkness Changes resistances: +26% temporal / +44% darkness / +15% light Defense after a teleport: +26 Resist all after a teleport: +26% New effects duration reduction after a teleport: +24% It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 17 turns. A suit of armour made of leather. |
![]() Ebonyburst (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +35 (+9 eff.) Armour penetration: +5 Armour: +9 Fatigue: +22% Damage when hit (Melee): 8 lightning / 8 physical / 15 darkness Changes stats: +7 Cun / +17 Str Changes resistances: +15% temporal / +21% cold Changes damage: +12% darkness A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+7 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+6 eff.) Spell save: +35 (+6 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+4 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +8 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+2 eff.) Decaying mummy wrappings. |
![]() spellwoven mummy wrappings (5 def, 2 armour) Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +8 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spell save: +23 (+4 eff.) Spellpower: +19 (+3 eff.) Spell crit. chance: +6% Decaying mummy wrappings. |
![]() Requires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 42% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +8.0% Capacity: 19 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 39 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Travel speed: +247% Damage (Ranged): +35 blight / +20 nature Damage (radius 1) on hit: +29 fire When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 42% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +9.0% Capacity: 20 On weapon hit: * 40% chance to reduce damage dealt by 31% * 20% chance to slow global speed by 67% * 20% chance to torment the target * disrupts spell-casting Travel speed: +100% Damage (Ranged): +90 insidious poison / +30 darkness / +4 lightning / +30 mind Damage (radius 1) on hit: +4 lightning / +4 nature Damage (radius 2) on crit: +8 nature / +8 lightning Damage against: +45% Unnatural When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
![]() chilling quiver of elm arrows of amnesia (22/22, 14-20 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Ranged): +15 cold Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 34 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. This item has been sent to the Item's Vault. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +22.0% Physical power: +20 (+6 eff.) Damage when hit (Melee): 2 arcane Changes stats: +15 Str / +5 Wil Changes resistances penetration: +15% blight Critical mult.: +20.00% Spell save: +6 (+1 eff.) Vim when firing critical spell: +2.88 Lowers spell cool-downs by: 10% Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Requires: - Level 25 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) When used to imbue an object: Physical power: +12 (+4 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
amazing healing salve [power 756] amazing healing salve [power 756]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 249% efficiency and 73% cooldown modifier. It can be used to heal 756 Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
![]() Powered 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. |
![]() Requires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 0.00 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. |
![]() Requires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 20 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Tempo the Lich Adventurer level 24
2nd Profit 122nd year of Ascendancy at 10:05 see stats
By Tempo the Lich Adventurer level 33
24th Profit 122nd year of Ascendancy at 20:13 see stats
By Tempo the Lich Adventurer level 25
7th Profit 122nd year of Ascendancy at 08:27 see stats
By Tempo the Lich Adventurer level 7
20th Voratun 122nd year of Ascendancy at 10:07 see stats
By Tempo the Lich Adventurer level 18
29th Voratun 122nd year of Ascendancy at 18:57 see stats
By Tempo the Lich Adventurer level 82
11st Dearth 122nd year of Ascendancy at 16:23 see stats
By Tempo the Lich Adventurer level 30
15th Profit 122nd year of Ascendancy at 10:16 see stats
By Tempo the Lich Adventurer level 36
32nd Profit 122nd year of Ascendancy at 08:00 see stats
By Tempo the Lich Adventurer level 45
41st Profit 122nd year of Ascendancy at 23:49 see stats
By Tempo the Lich Adventurer level 49
45th Profit 122nd year of Ascendancy at 12:41 see stats
By Tempo the Lich Adventurer level 58
13rd Wealth 122nd year of Ascendancy at 06:17 see stats
By Tempo the Lich Adventurer level 64
19th Wealth 122nd year of Ascendancy at 05:34 see stats
By Tempo the Lich Adventurer level 71
30th Wealth 122nd year of Ascendancy at 06:34 see stats
By Tempo the Lich Adventurer level 74
2nd Dearth 122nd year of Ascendancy at 15:09 see stats
By Tempo the Lich Adventurer level 10
21st Voratun 122nd year of Ascendancy at 00:58 see stats
By Tempo the Lich Adventurer level 20
31st Voratun 122nd year of Ascendancy at 02:54 see stats
By Tempo the Lich Adventurer level 30
14th Profit 122nd year of Ascendancy at 08:17 see stats
By Tempo the Lich Adventurer level 40
36th Profit 122nd year of Ascendancy at 17:00 see stats
By Tempo the Lich Adventurer level 50
45th Profit 122nd year of Ascendancy at 23:35 see stats
By Tempo the Lich Adventurer level 1
16th Voratun 122nd year of Ascendancy at 12:44 see stats
By Tempo the Lich Adventurer level 11
21st Voratun 122nd year of Ascendancy at 16:43 see stats
By Tempo the Lich Adventurer level 11
21st Voratun 122nd year of Ascendancy at 17:05 see stats
By Tempo the Lich Adventurer level 41
37th Profit 122nd year of Ascendancy at 03:48 see stats
By Tempo the Lich Adventurer level 21
2nd Acquisition 122nd year of Ascendancy at 00:44 see stats
By Tempo the Lich Adventurer level 29
14th Profit 122nd year of Ascendancy at 07:48 see stats
By Tempo the Lich Adventurer level 23
1st Profit 122nd year of Ascendancy at 23:00 see stats
By Tempo the Lich Adventurer level 11
21st Voratun 122nd year of Ascendancy at 16:21 see stats
Log
Voreribeth the vampire performs a melee critical strike against Tempo!
Tempo resists the terror!
Tempo resists the disease!
Tempo HEALS from darkness damage!
Melee retaliation hits Voreribeth the vampire for 5 arcane, 35 mind, 5 arcane, 33 mind (78 total damage).
Voreribeth the vampire hits Tempo for (0 flat reduction), (30 absorbed), 0 physical, (16 flat reduction), 0 darkness, 4 healing (2 psi heal), (0 flat reduction), (50 absorbed), 0 physical, (16 flat reduction), 0 darkness, 4 healing (2 psi heal), (56 flat reduction), 0 acid (0 total damage) [13 healing].
Tempo's skin returns to normal.
The shield around Tempo crumbles.
Tempo has recovered!
Searing Sight hits Voreribeth the vampire for 60 light damage.
Searing Sight hits Yvymiwyn the nightmare horror for 48 light damage.
Yvymiwyn the nightmare horror aims less carefully.
Yvymiwyn the nightmare horror uses Nature's Touch.
Yvymiwyn the nightmare horror's mind surges with critical power!
Yvymiwyn the nightmare horror receives 4859 healing.
Voreribeth the vampire uses Skullcracker.
Voreribeth the vampire performs a melee critical strike against Tempo!
Tempo's mind surges with critical power!
Tempo resists the terror!
Tempo resists the headblow!
Tempo converts some damage to Psi!
Tempo HEALS from darkness damage!
Tempo mentally dismisses some damage!
Melee retaliation hits Voreribeth the vampire for 4 arcane, 16 mind (20 total damage).
Voreribeth the vampire hits Tempo for (0 flat reduction), 0 physical, (0 flat reduction), (11 dismissed), 1 to psi, 3 darkness, 4 healing (2 psi heal) (3 total damage) [7 healing].
You transfer dragonbone longbow 'Brightmight' to the online item's vault.
Saving done.
Saving game...
Saving done.