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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.) 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: Autosell Schematics 1.7.4Allows schematics to be transmogrified again. fix galen's robe with clones 1.7.6In version 1.7.6 , if you use galen's flowing robe and you summon your clones (ex. Temporal Warden) with certain talents(ex. Temporal hounds), you may encounter bug reports. This addons tries to fix this issue. 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. 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. 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: 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:
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. 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 | Female |
Race | Lich |
Class | Adventurer |
Level / Exp | 73 / 1% |
Size | big |
Lifes / Deaths | Killed by large brown snake at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:05 / 1 |
Primary Stats
Strength | 141 (base 52) |
Dexterity | 78 (base 32) |
Constitution | 86 (base 30) |
Magic | 139 (base 80) |
Willpower | 49 (base 20) |
Cunning | 142 (base 80) |
Resources
Mana | 678/687 |
Life | 3030/3030 |
Paradox | 300 |
Psi | 139/139 |
Vim | 388/388 |
Steam | 100/100 |
Positive | 256/256 |
Stamina | 454/454 |
Equilibrium | 0 |
Healing Factor | 2.2909447634432 |
Regeneration | 152.16528074986 |
Speed
Mental | +15.76120951703% |
Attack | +5.76120951703% |
Movement | 0% |
Spell | -9.9920072216264E-13% |
Global | +139% |
Vision
Sight | 14 |
Lite | 22 |
Infravision | 9 |
See Stealth | 137.93866273262 |
See Invisible | 130.93866273262 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 82 |
Crit Chance | 55% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 56% |
Speed | 0.94552625160643 |
Offense: Damage Bonus
Acid | +24% |
Blight | +23% |
Arcane | +15% |
Cold | +12% |
All | 0% |
Darkness | +27% |
Light | +50% |
Temporal | +10% |
Physical | +17% |
Lightning | +22% |
Fire | +22% |
Nature | +16% |
Offense: Damage Penetration
Acid | +19% |
Blight | +19% |
Arcane | +20% |
Cold | +19% |
All | 0% |
Darkness | +29% |
Light | +33% |
Physical | +19% |
Lightning | +19% |
Fire | +19% |
Nature | +19% |
Defense: Base
Armour (hardiness) | 50.623158894785 (92.262055219398%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 12 |
Physical Save | 75 |
Spell Save | 68 |
Mental Save | 71 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 51%( 70%) |
All | + 9%( 70%) |
Darkness | + 65%( 70%) |
Light | + 36%( 70%) |
Temporal | + 27%( 75%) |
Physical | + 56%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 34%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Pinning Resistance | 74% |
Instadeath Resistance | 100% |
Knockback Resistance | 77% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.5 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 568 damage for 8 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Gadgets | 1.00 |
| 7/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Demolition | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Radiance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shock Grenade |
talent | Fiery Hands |
talent | Searing Sight |
talent | Exoskeleton |
talent | Rocket Pod |
talent | Beyond the Flesh |
beneficial effect | Physical power, spellpower and all saves increased by 29. Commander of the Dead |
beneficial effect | The target is surrounded by a magical shield, absorbing 186/568 damage before it crumbles. Damage Shield |
detrimental effect | Zone-wide effect: A huge thunderstorm rages above you. +10 lightning damage, -10% stun resistance. Thunderstorm |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Infinite Dungeon Challenge (Level 95): Exterminator Challenge |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 44% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: Random Artifact: Neremira | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 16): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 17): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 19): Near SightedYou completed the challenge and received: Random Artifact: Gloreda (25-30 power, 4 apr, arcane element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: Random Artifact: Smearcrack (0 def, 6 armour, 34-40 power, 76 block) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 22): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 25): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 26): PacifistYou completed the challenge and received: +1 Category 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 29): PacifistYou completed the challenge and received: +3 Stat Points and +1 Prodigy Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 36): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 38): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 39): Near SightedYou 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 41): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 42): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 43): Rush Hour (200)Turns left: 97 You completed the challenge and received: Random Artifact: Vorelevea (40-53 power, 9 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 44): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): ExterminatorYou completed the challenge and received: +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 47): 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 48): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Yvotha the dreaming horror'. Infinite Dungeon Challenge (Level 49): Dream HunterYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): PacifistYou completed the challenge and received: +1 Category Point and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 52): ExterminatorYou completed the challenge and received: Random Artifact: Velamiwen (0 def, 1 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: Random Artifact: Elyldalratta | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 58): ExterminatorYou completed the challenge and received: Random Artifact: Hathokhad | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou 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 61): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 104 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 62): Rush Hour (104)Turns left: 24 You completed the challenge and received: Random Artifact: Bethothra (39-58 power, 0 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 64): Near SightedYou completed the challenge and received: Random Artifact: Barkmark (17-26 power, 0 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 65): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 66): ExterminatorYou completed the challenge and received: Random Artifact: Frigidbreaker | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 69): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 449 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 70): Rush Hour (449)Turns left: 334 You completed the challenge and received: Random Artifact: Beerin (54-80 power, 3 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 72): Near SightedYou completed the challenge and received: +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 73): PacifistYou completed the challenge and received: +1 Category Point 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 74): PacifistYou completed the challenge and received: +1 Class Point and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorYou completed the challenge and received: Random Artifact: Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 77): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): ExterminatorYou completed the challenge and received: Random Artifact: Cuirass of the Thronesmen (20 def, 32 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 82): Near SightedYou completed the challenge and received: Random Artifact: Voidtrial (2 def, 6 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 293 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 83): Rush Hour (293)Turns left: 134 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 85): Near SightedYou completed the challenge and received: Random Artifact: Unflinching Eye | done |
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: +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 88): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 89): ExterminatorYou completed the challenge and received: +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 92): 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 94): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 95): ExterminatorFoes left: 8 | 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
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +19 Physical crit. chance: +2.0% Armour: +8 Defense: +6 (+2 eff.) Fatigue: +5% Damage (Melee): 15 blight Damage when hit (Melee): 4 mind / 2 physical Changes stats: +16 Dex / +11 Cun / +2 Con Changes resistances: +10% blight Changes damage: +11% blight Talent granted: +5 Iron Grip Critical mult.: +5.00% Physical save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +150% Life regen: +10.00 Stamina each turn: +1.60 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 45% Wil, 85% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +21 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Damage (radius 2) on crit: +15 blight It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 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. |
On fingers | ![]() Requires: - Level 35 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +9 Con Changes resistances penetration: +20% arcane Talent granted: +5 Bloodcasting Physical save: +18 (+4 eff.) Mental save: +9 (+2 eff.) Life regen: +36.00 Stamina each turn: +5.20 Mana each turn: +0.08 Vim each turn: +4.00 Equilibrium when hit: +0.08 Vim when firing critical spell: +2.00 Maximum life: +193.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +5% Healing mod.: +40% Rings make your fingers look great! This item has been sent to the Item's Vault. |
On fingers | ![]() Requires: - Level 15 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 21 arcane resource burn * 16% chance to reduce all saves and defense by 38 Damage (Melee): 23 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 38 Damage (Ranged): 11 physical Changes stats: +7 Cun Changes damage: +12% acid Talent granted: +5 Bloodcasting Reduces incoming crit damage: 15.00% Mental save: +4 (+1 eff.) Disarm immunity: +38% Confusion immunity: +10% Pinning immunity: +35% Knockback immunity: +35% Life regen: +14.00 Stamina each turn: +5.20 Vim each turn: +4.00 Hate when firing a critical mind attack: +3.00 Maximum life: +133.00 Maximum hate: +11.00 Healing mod.: +31% It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. This item has been sent to the Item's Vault. |
Around neck | ![]() 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 37 power out of 80/80) : Effective talent level: 2.5 Power cost: 37 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. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Travel speed: +800% Damage (radius 1) on hit: +90 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +3 Physical power: +15 (+2 eff.) Defense: +12 (+4 eff.) Ammo reloads per turn: +2 Changes stats: +12 Str / +5 Dex / +8 Mag / +4 Cun / +7 Con Changes damage: +15% arcane Critical mult.: +10.00% Spellpower: +10 (+2 eff.) Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +12 Defense: +6 (+2 eff.) Fatigue: +12% Changes stats: +23 Str / +6 Dex / +14 Mag / +12 Wil / +5 Cun Changes resistances: +20% lightning / +24% physical / +20% darkness / +6% light Changes damage: +9% light Physical save: +28 (+6 eff.) Spellpower: +25 (+5 eff.) Spell crit. chance: +10% Mindpower: +24 (+6 eff.) Mental crit. chance: +10% Light radius: +2 See invisible: +3 Global speed: +19% It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 3.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. 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 131, 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 373.96 darkness damage (based on Mindpower and charge) Activation costs 8 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. |
Cloak | ![]() Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical / +25% nature / +25% cold Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 44 power out of 60/60) : Effective talent level: 3.0 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 243.80 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
Psionic focus | ![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 When this weapon hits: Silence (25% chance level 5). Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 15 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. This item has been sent to the Item's Vault. |
Inventory
![]() wild infusion (res 24%; mental; dur 4; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() schematic: Botanical Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Corrosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Steamsaw Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 15 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 31% * 15% chance to blind Changes stats: +13 Wil Changes resistances: +12% lightning Changes damage: +6% lightning / +15% light / +15% darkness / +12% mind Talent masteries: +0.34 Wild-gift / Eyal's fury +0.34 Corruption / Shadowflame Critical mult.: +10.00% Mental save: +15 (+4 eff.) Confusion immunity: +25% Hate when firing a critical mind attack: +5.00 Mindpower: +14 (+3 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +3 Str / +6 Con Changes resistances penetration: +10% mind Talent masteries: +0.32 Spell / Eldritch shield +0.32 Psionic / Voracity Critical mult.: +17.00% Stamina each turn: +3.00 Only die when reaching: -60.00 life Amulets make your neck look great! |
![]() Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 5.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 290.33 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Yarurath the Kindlebutcher Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 28% chance to slow global speed by 67% * 16% chance to reduce all saves and defense by 38 Damage (Melee): 23 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 38 Damage (Ranged): 23 physical Changes stats: +7 Cun / +5 Dex Changes resistances penetration: +20% light Changes damage: +27% light Critical mult.: +27.62% Psi when hit: +0.48 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Mindpower: +41 (+10 eff.) Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() savage's copper ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+3 eff.) Life regen: +8.00 Maximum life: +51.00 Maximum stamina: +16.00 Healing mod.: +12% Rings make your fingers look great! |
![]() sneakthief's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) Changes stats: +7 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% mind / +34% light / +5% arcane Changes resistances penetration: +10% acid / +10% arcane / +10% mind Changes damage: +9% acid / +17% light / +3% mind Mental save: +25 (+6 eff.) Confusion immunity: +90% Rings make your fingers look great! |
![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 67% * 19% chance to reduce all saves and defense by 38 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 38 Damage (Ranged): 34 physical Changes stats: +10 Cun Changes resistances: +6% acid / +9% temporal / +9% mind / +6% nature Changes damage: +8% all Reduces incoming crit damage: 20.00% Disarm immunity: +20% Life regen: +16.00 Hate when firing a critical mind attack: +3.00 Maximum life: +133.00 Maximum hate: +15.00 Spellpower: +20 (+4 eff.) Mindpower: +16 (+4 eff.) Healing mod.: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() Bomnir (14-22 power, 1 apr) Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 nature / +28 mind When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +6 Cun / +4 Wil Changes resistances: +21% lightning / +12% light / +12% acid Changes damage: +15% mind Spell save: +21 (+5 eff.) Maximum hate: +13.81 Mindpower: +20 (+5 eff.) Massive two-handed battleaxes. |
![]() thought-forged iron battleaxe of projection (17-26 power, 1 apr) Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 38 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +13 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Massive two-handed battleaxes. |
![]() Chalechik the dwarven-steel dagger (16-21 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 56% Cun, 100% Mag 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% Damage (Melee): +13 light Damage against: +19% Undead When wielded/worn: Accuracy: +41 (+8 eff.) Physical crit. chance: +5.0% Defense: +35 (+12 eff.) Changes stats: +4 Str / +4 Mag Changes resistances penetration: +20% acid / +35% physical Changes damage: +24% physical Critical mult.: +27.62% Vim when firing critical spell: +2.76 Sharp, short and deadly. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 56% Cun, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 29 power out of 50/50) : Effective talent level: 3.5 Power cost: 29 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 28.22 acid and 27.99 blight damage. If not cleared after five turns it will inflict 158.95 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 69% Cun, 85% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() chilling voratun dagger of rage (38-50 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 100% Mag, 56% 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% Damage (Melee): +29 cold When wielded/worn: Accuracy: +25 (+5 eff.) Changes stats: +11 Str Changes damage: +14% physical Sharp, short and deadly. |
![]() elemental iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 100% Mag, 56% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 129 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +10% cold Changes damage: +10% cold Sharp, short and deadly. |
![]() stralite dagger 'Blackstrike' (44-57 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 43.5 - 56.6 Uses stats: 56% Cun, 100% 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% On weapon hit: * 28% chance to reduce damage dealt by 31% * 30% chance to reduce all saves and defense by 38 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +21 mind When wielded/worn: Physical crit. chance: +13.0% Changes stats: +6 Dex / +6 Wil / +6 Cun Changes resistances penetration: +20% darkness Changes damage: +18% darkness Infravision radius: +2 Sharp, short and deadly. |
![]() Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 190% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 35 * Blasts creatures in a radius 1 shockwave around your target for 247.29 to 741.86 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 642.24 to 1284.48 physical damage (based on Strength) to each Activation costs 37 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Tidesnake the stralite greatmaul (76-113 power, 3 apr) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 75.5 - 113.2 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +28 nature / +16 physical When wielded/worn: Physical crit. chance: +11.0% Armour: +22 Damage when hit (Melee): 10 cold Changes stats: +10 Str Physical save: +12 (+3 eff.) Blindness immunity: +28% Only die when reaching: -110.48 life Massive two-handed mauls. |
![]() Goreromihor (24-38 power, 2 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +12.0% Attack speed: 100% Damage (Melee): +28 physical Damage (radius 2) on crit: +28 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +13.0% Defense: +25 (+9 eff.) Damage when hit (Melee): 14 physical Changes stats: +5 Dex Changes resistances: +41% lightning Critical mult.: +28.00% Massive two-handed swords. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (20% chance level 2). On weapon hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +4 temporal When wielded/worn: Effects on ranged hit: * 25% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 45% Changes resistances penetration: +15% acid / +15% physical / +10% fire / +23% temporal Changes damage: +23% physical / +32% temporal Talent cooldown: Arrow Stitching (-1 turn) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Longbows are used to shoot arrows at your foes. |
![]() ash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
![]() Witch-Bane (42-59 power, 4 apr) Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Antimagic Zone (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() Requires: - Magic 28 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 62.0 - 86.8 Uses stat: 160% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 29% chance to reduce strength, dexterity, and constitution by 35 * 29% chance to reduce damage dealt by 31% * Create an explosion dealing 129 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 29% chance to reduce damage dealt by 31% Changes stats: +4 Str / +8 Mag Changes resistances penetration: +30% cold Changes damage: +30% lightning / +21% temporal / +27% cold / +30% fire / +30% arcane / +12% acid Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 lightning When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% lightning Changes damage: +6% lightning Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +6 Blunt and deadly. This item has been sent to the Item's Vault. |
![]() Ashsting (26-36 power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 26.0 - 36.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes resistances: +21% fire / +24% darkness / +15% nature Silence immunity: +28% Disarm immunity: +28% Life regen: +5.52 Only die when reaching: -110.48 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() Loamstrike the voratun mace (46-65 power, 6 apr) Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Effects on melee hit: * 28% chance to slow global speed by 67% * 28% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 14 lightning Changes resistances: +21% temporal / +18% cold Changes resistances penetration: +35% nature Changes damage: +36% lightning / +12% temporal / +30% nature Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Blunt and deadly. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +18 blight When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +15 Physical power: +10 (+2 eff.) Changes stats: +12 Str / +13 Dex / +10 Mag / +10 Wil / +13 Cun / +7 Con Changes resistances penetration: +15% all Changes damage: +3% arcane Spell save: +6 (+2 eff.) Disease immunity: +30% Vim when firing critical spell: +1.00 Maximum mana: +60.00 Spell crit. chance: +3% Damage Shield penetration: +20% Blunt and deadly. |
![]() Core of the Forge (24-26 power, 40 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 18 power out of 30/30) : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 40.03 mind damage, 48.90 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 3.49 mind and 4.27 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Eye of the Wyrm (16-18 power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 70% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 22 power out of 30/30) : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 877.81 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() creative living mindstar of nightfall (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun Changes resistances: +20% darkness Changes resistances penetration: +20% darkness Changes damage: +17% darkness Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Critical mult.: +24.00% Blindness immunity: +24% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious vined mindstar (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +6% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful pulsing mindstar of balance (12-13 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +13% mind / +12% darkness Changes damage: +21% mind / +21% darkness Talent granted: +1 Attune Mindstar Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +2.10 Maximum hate: +9.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
![]() resonating vined mindstar of flames (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 11 fire Changes resistances: +4% mind / +11% fire Changes resistances penetration: +6% mind / +11% fire Changes damage: +6% mind / +11% fire Talent granted: +1 Attune Mindstar Psi when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Global speed: +6% Damage Resonance (when hit): +12% 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. |
![]() wyrm's pulsing mindstar of frost (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +17 Damage (Melee): 9 lightning / 9 physical / 9 fire / 25 cold / 7 acid Changes resistances: +9% lightning / +9% physical / +9% fire / +9% acid / +25% cold Changes resistances penetration: +17% cold Changes damage: +17% cold Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
![]() Kindlewill Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +20 acid When wielded/worn: Physical power: +20 (+3 eff.) Ammo reloads per turn: +5 Damage when hit (Melee): 14 arcane Changes stats: +4 Str / +4 Mag Changes resistances: +12% blight Changes damage: +21% acid Critical mult.: +27.62% Mana each turn: +0.44 Only die when reaching: -110.48 life Light radius: +4 Slings are used to hurl stones or metal shots at your foes. |
![]() hardened leather sling of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +14 cold When wielded/worn: Changes damage: +16% cold Slings are used to hurl stones or metal shots at your foes. |
![]() Galeburst the dragonbone starstaff (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% 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: Physical crit. chance: +14.0% Damage (Melee): 41 arcane Changes stats: +3 Cun / +9 Dex Changes resistances: +28% darkness Changes resistances penetration: +21% lightning Changes damage: +6% lightning / +30% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Disease immunity: +28% Cut immunity: +20% Stun/Freeze immunity: +28% Maximum mana: +112.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Rod of Sarrilon (30-36 power, 4 apr, temporal element) Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() greater ash magestaff (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Travel speed: +600% Attacks use: 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 25 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 9.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Dam. multiplier: 125% Firing range: +6 Travel speed: +600% Attacks use: 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() Boltpiety the voratun steamsaw (40-60 power, 0 apr) Requires: - Magic 48 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 150% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +101 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +28 lightning Damage (radius 1) on hit: +28 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Effects on melee hit: * 28% chance to reduce all saves and defense by 38 Changes resistances: +41% lightning / +41% cold Changes damage: +18% mind Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Magic 18 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 150% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% Block value: +60 Damage conversion: 50% ice Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Fatigue: +9% Talent granted: +1 Block Ice block penetration: +40% Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
![]() Tidefury (20-30 power, 0 apr) Requires: - Magic 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 20.0 - 30.0 Uses stat: 150% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 28% chance to gain 10% of a turn (3/turn limit) Changes resistances: +39% lightning / +18% cold / +12% fire Changes damage: +18% arcane Talent granted: +1 Block Blindness immunity: +28% Stun/Freeze immunity: +28% Life regen: +5.52 Maximum life: +120.00 Healing mod.: +28% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() enhanced orichalcum trident of ruin (52-83 power, 16 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +21 Physical crit. chance: +19.0% Changes stats: +19 Str / +19 Dex / +19 Mag / +16 Wil / +17 Cun / +19 Con Critical mult.: +49.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Brandream (55-77 power, 6 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stat: 150% 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% Damage (radius 2) on crit: +16 fire When wielded/worn: Armour: +12 Changes stats: +3 Cun Changes resistances: +12% acid / +27% fire / +3% physical Changes damage: +12% fire Critical mult.: +27.62% Mental save: +24 (+6 eff.) Cut immunity: +28% One-handed war axes. |
![]() iron waraxe 'Frigidreek' (11-15 power, 2 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 cold Damage (radius 1) on hit: +12 acid / +12 cold When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +12 Effects on melee hit: * 28% chance to reduce armor by 45% Changes stats: +3 Str Changes resistances: +12% temporal / +15% cold Changes damage: +36% acid / +6% physical / +21% cold Physical save: +15 (+3 eff.) One-handed war axes. |
![]() Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 150% 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: * 26% chance to slow global speed by 67% Damage (radius 1) on hit: +16 physical When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +28 Physical crit. chance: +15.0% Changes stats: +8 Str Changes resistances: +17% acid / +17% lightning / +3% nature / +17% cold / +16% fire / +5% arcane / +8% all Changes resistances penetration: +15% all Critical mult.: +34.00% Spell save: +15 (+4 eff.) Mental save: +6 (+1 eff.) One-handed war axes. |
![]() Bigador the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Str / +4 Wil / +6 Cun / +8 Con Changes resistances: +6% acid / +6% fire / +6% cold / +7% arcane / +6% lightning Changes resistances penetration: +30% arcane Changes damage: +41% arcane See invisible: +12 A belt that goes around your waist. |
![]() Serpentine Cloak (20 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
![]() murderer's linen cloak of the hunter (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +5 Defense: +1 (+1 eff.) Fatigue: -6% Changes stats: +2 Cun / +2 Dex Maximum life: +54.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This item has been sent to the Item's Vault. |
![]() silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% blight / +13% all Life regen: +4.20 Maximum life: +88.00 Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% acid / +14% physical / +14% fire / +14% cold / +9% all Changes damage: +13% acid / +13% physical / +10% fire / +12% cold Talent cooldown: Refit Golem (-4 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Stamina each turn: +0.90 Maximum stamina: +28.00 A pair of boots made of leather. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +3 Damage (Melee): 9 lightning / 6 mind Damage when hit (Melee): 2 physical Changes stats: +3 Dex Changes resistances: +7% lightning / +9% darkness / +13% blight / +14% arcane / +8% mind Changes damage: +7% lightning / +7% mind Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +15.00% Spell save: +19 (+5 eff.) When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 45% Wil, 50% Mag, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (radius 2) on crit: +13 lightning / +12 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Anodunarach the Corruptionfury (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 mind / 10 nature Changes resistances: +25% acid / +28% nature / +15% darkness Changes damage: +17% acid Physical save: +25 (+6 eff.) Disarm immunity: +28% Life regen: +5.52 Only die when reaching: -60.00 life Healing mod.: +28% Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% A pointy cloth hat, very wizardly... |
![]() insulating dwarven-steel helm of blood magic (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Mag / +6 Wil Changes resistances: +11% fire / +11% cold Changes damage: +14% blight / +14% arcane Spell crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Arcjeer the stralite mail armour (4 def, 26 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +41 (+8 eff.) Armour: +26 Defense: +4 (+2 eff.) Fatigue: +12% Effects on melee hit: * 28% chance to reduce armor by 45% Changes resistances: +51% lightning Changes resistances penetration: +35% darkness Changes damage: +15% mind Stamina each turn: +4.14 Only die when reaching: -110.48 life A suit of armour made of mail. |
![]() Blizzardschism the stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Effects on melee hit: * 28% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 14 temporal Changes resistances: +24% cold / +12% fire / +9% mind / +21% temporal Changes resistances penetration: +35% mind Changes damage: +12% darkness / +36% cold Mental save: +19 (+5 eff.) A suit of armour made of mail. |
![]() Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. This item has been sent to the Item's Vault. |
![]() cleansing iron mail armour of delving (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +12% blight / +7% physical / +12% darkness / +12% nature Light radius: +1 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 3.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() reinforced leather armour of thunder (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 (+3 eff.) Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +8 Mag / +9 Wil Changes resistances: +18% lightning Spellpower: +22 (+5 eff.) Spell crit. chance: +8% Mindpower: +22 (+5 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +15 (+5 eff.) Fatigue: +26% Changes stats: +9 Wil Changes resistances: +25% acid / +25% darkness / +25% blight / +25% fire / +10% arcane Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+2 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+2 eff.) Decaying mummy wrappings. |
![]() Requires: - Shield usage training - Strength 38 Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stat: 180% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +230 When wielded/worn: Armour: +11 Defense: +22 (+8 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+5 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. This item has been sent to the Item's Vault. |
![]() Loamwire the voratun shield (0 def, 10 armour, 74-89 power, 201 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +201 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 nature / +20 fire Damage (radius 1) on hit: +8 nature / +4 acid When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+2 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 4 arcane / 31 fire Changes stats: +6 Str Changes resistances: +5% arcane / +49% fire Changes resistances penetration: +20% blight Changes damage: +6% blight Talent granted: +1 Block Critical mult.: +10.00% Maximum mana: +60.00 Spellpower: +15 (+3 eff.) Handheld deflection devices. |
![]() Stokeprophet the stralite shield (0 def, 8 armour, 44-53 power, 137.5 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 On weapon hit: * 26% chance to reduce armor by 45% Damage (radius 1) on hit: +28 fire Damage (radius 2) on crit: +20 arcane / +16 temporal When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 28% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): 9 acid Damage when hit (Melee): 17 acid Changes resistances: +24% fire / +7% arcane / +21% temporal Changes resistances penetration: +30% arcane Changes damage: +12% blight / +12% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Cursed Arm Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() Shimmerdare the quiver of dragonbone arrows (22/22, 53-74 power, 18 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 79% Cun, 100% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +13.0% Capacity: 22 Travel speed: +276% Damage (radius 1) on hit: +24 lightning / +28 mind Damage (radius 2) on crit: +28 lightning / +28 physical Damage against: +21% Unnatural / +45% Unliving When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of dragonbone arrows of accuracy (20/20, 73-102 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 73.0 - 102.2 Uses stats: 100% Mag, 79% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +33 Armour Penetration: +18 Crit. chance: +21.0% Capacity: 20 On weapon crit: * Wound the target dealing 407 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() quiver of ash arrows 'Coalbolt' (18/18, 22-31 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 79% Cun, 100% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 28% chance to slow global speed by 67% Damage (Ranged): +28 lightning / +28 cold / +51 darkness Damage (radius 1) on hit: +28 cold Damage (radius 2) on crit: +28 darkness Damage against: +15% Living Arrows are used with bows to pierce your foes to death. |
![]() 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 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 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 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 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 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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 1 When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() Requires: - Level 45 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). 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. |
![]() 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 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 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: 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 608] amazing healing salve [power 608]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 183% efficiency and 74% cooldown modifier. It can be used to heal 608 Activation puts Talent Medical Injector on cooldown for 11 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: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.0 - 84.0 Uses stats: 129% Cun, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +22.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 260 nature damage and pinning them for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 129 damage On weapon crit: * Wound the target dealing 407 physical damage across 5 turns and reducing healing by 50% Travel speed: +247% Damage Shield penetration (this weapon only): +37% Damage (radius 2) on crit: +24 fire When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() Cyruretha (18/18, 44-52 power, 14 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 43.5 - 52.2 Uses stats: 129% Cun, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 28% chance to reduce all saves and defense by 38 * 25% chance for lightning to strike from the target to a second target dealing 129 damage Travel speed: +276% Damage (Ranged): +24 physical Damage (radius 2) on crit: +28 mind When wielded/worn: Ammo reloads per turn: +6 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 78.0 - 93.6 Uses stats: 129% Cun, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +7.0% Capacity: 47 Turns elapse between self-loadings: 2 On weapon hit: * 22% chance to reduce all saves and defense by 38 * 20% chance to knock the target back 3 spaces and deal 260 physical damage Damage (Ranged): +32 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +25% acid / +25% fire / +25% nature / +25% blight Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% 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 22 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. |
![]() 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 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 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 Think the Lich Adventurer level 32
8th Dusk 122nd year of Ascendancy at 04:31 see stats
By Think the Lich Adventurer level 23
7th Flare 122nd year of Ascendancy at 21:46 see stats
By Think the Lich Adventurer level 27
3rd Dusk 122nd year of Ascendancy at 10:15 see stats
By Think the Lich Adventurer level 14
9th Mirth 122nd year of Ascendancy at 06:17 see stats
By Think the Lich Adventurer level 24
9th Flare 122nd year of Ascendancy at 06:21 see stats
By Think the Lich Adventurer level 30
6th Dusk 122nd year of Ascendancy at 02:36 see stats
By Think the Lich Adventurer level 39
11st Dusk 122nd year of Ascendancy at 12:01 see stats
By Think the Lich Adventurer level 45
17th Dusk 122nd year of Ascendancy at 10:59 see stats
By Think the Lich Adventurer level 53
27th Dusk 122nd year of Ascendancy at 21:52 see stats
By Think the Lich Adventurer level 59
30th Dusk 122nd year of Ascendancy at 15:53 see stats
By Think the Lich Adventurer level 65
36th Dusk 122nd year of Ascendancy at 23:56 see stats
By Think the Lich Adventurer level 70
40th Dusk 122nd year of Ascendancy at 07:00 see stats
By Think the Lich Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 00:53 see stats
By Think the Lich Adventurer level 20
5th Flare 122nd year of Ascendancy at 04:10 see stats
By Think the Lich Adventurer level 30
5th Dusk 122nd year of Ascendancy at 23:02 see stats
By Think the Lich Adventurer level 40
12nd Dusk 122nd year of Ascendancy at 11:31 see stats
By Think the Lich Adventurer level 50
24th Dusk 122nd year of Ascendancy at 02:01 see stats
By Think the Lich Adventurer level 1
74th Pyre 122nd year of Ascendancy at 12:05 see stats
By Think the Lich Adventurer level 56
29th Dusk 122nd year of Ascendancy at 00:34 see stats
By Think the Lich Adventurer level 42
14th Dusk 122nd year of Ascendancy at 15:39 see stats
By Think the Lich Adventurer level 25
1st Dusk 122nd year of Ascendancy at 13:55 see stats
By Think the Lich Adventurer level 42
14th Dusk 122nd year of Ascendancy at 16:41 see stats
By Think the Lich Adventurer level 19
5th Flare 122nd year of Ascendancy at 03:50 see stats
By Think the Lich Adventurer level 12
6th Mirth 122nd year of Ascendancy at 08:11 see stats
Log
You detach demon seed [wretch titan] (49, mainhand) from your Heatglory the voratun waraxe (38-54 power, 6 apr).
Think switches her weapons to: voratun steamgun 'Siladheda'
The Long-Arm.
Snow giant chieftain recovers sight.
Think's aura of power vanishes.
Talent Rune: Shielding is ready to use.
Searing Sight hits Snow giant thunderer for 26 light damage.
Searing Sight hits Snow giant chieftain for 33 light damage.
Think casts Rune: Shielding.
A shield forms around Think.
Think activates Beyond the Flesh.
Talent Inner Power is ready to use.
Searing Sight hits Snow giant thunderer for 26 light damage.
Searing Sight hits Snow giant chieftain for 33 light damage.
You transfer demon seed [wretch titan] (49, mainhand) to the online item's vault.
Saving done.
Saving game...
Saving done.
Snow giant thunderer feels pain again.
Snow giant thunderer recovers sight.
Snow giant loses sight!
Searing Sight hits Snow giant thunderer for 33 light damage.
Searing Sight hits Snow giant for 33 light damage.
Searing Sight hits Snow giant chieftain for 33 light damage.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits Snow giant chieftain for 533 lightning damage.
Snow giant thunderer hits Think for (382 absorbed), 0 lightning (0 total damage).