











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.5.9Official 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.
Embers of Rage 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 36 / 83% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Layirabeth the ghoulish rat at level 10 on the 5th Flare 122nd year of Ascendancy at 05:41 0 / 8Killed by elven cultist at level 12 on the 10th Flare 122nd year of Ascendancy at 10:03 Killed by blade horror at level 12 on the 10th Flare 122nd year of Ascendancy at 20:13 Killed by venom drake at level 14 on the 4th Dusk 122nd year of Ascendancy at 05:13 Killed by venom wyrm at level 28 on the 47th Dusk 122nd year of Ascendancy at 11:50 Killed by infinite_doom's Inner Demon at level 36 on the 79th Dusk 122nd year of Ascendancy at 14:01 Killed by infinite_doom's Inner Demon at level 36 on the 1st Time of Equilibrium 122nd year of Ascendancy at 05:13 Killed by infinite_doom's Inner Demon at level 36 on the 1st Time of Equilibrium 122nd year of Ascendancy at 11:34 |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 9 (base 10) |
| Constitution | 35 (base 12) |
| Magic | 73 (base 60) |
| Willpower | 24 (base 10) |
| Cunning | 32 (base 28) |
Resources
| Life | -3/1182 |
| Stamina | 276/276 |
| Vim | 58/265 |
| Healing Factor | 1.2829268292683 |
| Regeneration | 0.32073170731708 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +18% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 35 |
| See Invisible | 35 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 244 |
| Accuracy | 41 |
| Crit Chance | 17% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Nature | +9% |
| Blight | +4% |
| Physical | +5% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 132.23415025461 (100%) |
| Defense | 34 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 51 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 26%( 70%) |
| Cold | + 27%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 52%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Disarm Resistance | 65% |
| Confusion Resistance | 65% |
| Silence Resistance | 29% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 639 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Abyssal Shield |
| detrimental effect | The target is on fire, taking 7.44 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target assumes the form of a powerful demon. Destroyer |
| detrimental effect | The target is in a nightmarish sleep, suffering 50.39 mind damage each turn and unable to to perform most actions. Every 24 damage it takes will reduce the duration of the effect by one turn. Nightmare |
| beneficial effect | The target is wide awake and has 101% resistance to sleep effects. Insomnia |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is lost in a nightmare that deals 43.02 mind damage each turn and has a 41% chance to cause a random detrimental effect. Waking Nightmare |
| beneficial effect | The target is near a protective aura, granting +9 armour and +19 physical save. Protective Aura |
| detrimental effect | This character's flames are feeding the source, healing them for 3 per turn and giving them 2 vim. Devouring flames |
| detrimental effect | The target is plagued by inner demons and each turn there's a 25% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
Quests
Wake up and kill the dreaming horror boss 'Xerodhetha the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 23)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 24) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 30) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: Random Artifact: Blindransom of conjuration [power 145] (16 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 20)You completed the challenge and received: Random Artifact: Zanuruirath (36-57.6 power, 2 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 13)You 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: Pacifist (Level 27) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 28) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 32) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 6) | failed |
Leave the level in less than 201 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (201) (Level 31)Turns left: -1 | failed |
Leave the level in less than 48 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (48) (Level 10)Turns left: 23 You completed the challenge and received: Random Artifact: Scumbutcher (9-11.7 power, 6 apr) | done |
Leave the level in less than 69 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (69) (Level 18)Turns left: -1 | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Shineslicer the quiver of elm arrows (17/17, 15-21 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 20% chance to blind On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid / +8 light Burst (radius 2) on crit: +12 light Arrows are used with bows to pierce your foes to death. |
| Light source | Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
| On hands | Cobradeath the hardened leather gloves (0 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Damage (Melee): 7 physical Changes stats: +2 Cun Changes damage: +5% physical / +9% nature / +6% mind Grants telepathy: Dragon Equilibrium when hit: +0.16 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | KustaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +4 (+1 eff.) Defense: +18 (+8 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Con Changes resistances: +30% darkness Changes damage: +15% darkness Spell save: +14 (+5 eff.) Maximum stamina: +36.00 Movement speed: +18% Healing mod.: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
| On fingers | gold ring 'Zubanor'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 28 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 26 light Changes stats: +6 Wil / +6 Mag Changes resistances: +9% fire / +6% light / +6% temporal Physical save: +3 (+1 eff.) Disease immunity: +5% Silence immunity: +29% Pinning immunity: +10% Mana each turn: +0.15 Spellpower: +9 (+3 eff.) Rings can have magical properties. |
| Around neck | GleamgasherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +13% lightning / +9% light / +9% cold / +3% blight / +6% fire / +6% nature / +3% acid Changes resistances penetration: +15% light Stun/Freeze immunity: +20% Amulets can have magical properties. |
| In main hand | insidious voratun greatsword of massacre (74.5-119.2 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.5 - 119.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +37 insidious poison Massive two-handed swords. |
| Around waist | monstrous hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str / +4 Con Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | thick cashmere cloak of battle (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +5 Defense: +2 (+1 eff.) Fatigue: -3% Changes resistances: +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Silence immunity: +0% Confusion immunity: +65% Pinning immunity: +0% Stun/Freeze immunity: +15% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 30) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 30 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 68)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 111)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 111 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.healing infusion of the wizard (heal 266) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 163 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 163 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 304 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 304 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 253 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (449% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 449% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (425% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 425% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (454% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+4 for 9 turns, die at -226)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 9 turns. While Heroism is active, you will only die when reaching -226 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+11 for 10 turns, die at -466)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 10 turns. While Heroism is active, you will only die when reaching -466 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (25 cold damage; freeze 3 turns with power 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 150 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 150 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 229 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 229 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.vision rune (radius 13; dur 17; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 16) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.lightning rune (152 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 50.67 to 152.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
stabilizing steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
This item will automatically be transmogrified when you leave the level.savior's stralite amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Critical mult.: +10.00% Physical save: +14 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +15 (+7 eff.) Amulets can have magical properties. |
stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 7 light / 9 darkness Effects when hit in melee: * 8% chance to blind * 6% chance to inflict 15% damage reduction Changes damage: +8% light / +8% darkness Amulets can have magical properties. |
wanderer's stralite amulet of strength (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +4 Dex / +6 Cun / +5 Con Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
YarodanInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Damage when hit (Melee): 12 acid Changes stats: +3 Cun Changes resistances: +24% acid Changes damage: +12% acid Critical mult.: +10.00% Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Maximum psi: +20.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
steel ring 'Splendourscar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +9 (+5 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to blind Changes resistances: +9% darkness Changes resistances penetration: +25% light It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Adyrin the PoxidolInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 fire Changes resistances: +40% nature / +9% fire Changes resistances penetration: +15% nature / +5% fire Changes damage: +14% nature Rings can have magical properties. |
Ivolebreda the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +6 Cun / +5 Dex Maximum hate: +8.00 Maximum psi: +30.00 Mindpower: +12 (+6 eff.) Light radius: +3 Infravision radius: +3 See invisible: +6 Rings can have magical properties. |
treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +6% blight Poison immunity: +10% Disease immunity: +10% Rings can have magical properties. |
marksman's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Dex Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+4 eff.) Maximum stamina: +12.00 Rings can have magical properties. |
savior's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +11 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
Ce'Nudatira (18-21.6 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str Changes damage: +18% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 (+4 eff.) Spell crit. chance: +2% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level.Gravitational Staff (30-36 power, 8 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+8 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 96.21 physical (gravity) damage. Each target moved beyond the first increases the damage by 12.03 (up to a maximum of 48.11 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
This item will automatically be transmogrified when you leave the level.cruel elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Defense: +7 (+4 eff.) Maximum wards: +3 temporal Changes damage: +25% temporal Talents granted: +1 Command Staff +3 Ward Critical mult.: +12.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel battleaxe of ruin (30.5-45.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Critical mult.: +16.00% Massive two-handed battleaxes. |
Arebreda the Magmakill (40.5-60.75 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Defense: +16 (+7 eff.) Changes resistances: +6% mind Changes resistances penetration: +7% physical Changes damage: +6% fire Disarm immunity: +39% Massive two-handed battleaxes. |
stralite battleaxe 'Ce'Noth' (43.5-65.25 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +16 nature / +16 temporal When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +5% arcane Poison immunity: +5% Silence immunity: +10% Knockback immunity: +5% Only die when reaching: -40.00 life Massive two-handed battleaxes. |
stralite battleaxe 'Chalilafast' (44-66 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 7% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Damage (Melee): +28 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes resistances penetration: +16% acid Changes damage: +6% temporal Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+7 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.0 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Weeprazor the dwarven-steel greatmaul (64-96 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 darkness / +12 nature Damage against: +10% Living When wielded/worn: Changes damage: +6% arcane Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword (32.5-52 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of shearing (33-52.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +14 Changes resistances penetration: +10% physical Changes damage: +12% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elemental stralite greatsword of rage (49-78.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +6 Str Changes resistances penetration: +16% acid / +10% fire / +16% cold / +16% lightning Changes damage: +10% physical Stamina when hit: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged stralite greatsword of rage (49-78.4 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom Damage (Melee): +17 mind When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +3 Str / +6 Cun / +2 Wil Changes damage: +13% physical Stamina when hit: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Airnull the stralite longsword (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +36 cold Burst (radius 1) on hit: +12 lightning When wielded/worn: Armour penetration: +9 Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +9% physical / +5% arcane Changes damage: +12% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Glorayada (36.5-51.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire When wielded/worn: Changes stats: +9 Cun / +3 Con Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +40% Blunt and deadly. |
Gota (37.5-52.5 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +21 cold When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Armour: +4 Changes stats: +5 Con Changes resistances: +5% arcane Changes resistances penetration: +9% physical Critical mult.: +13.00% Poison immunity: +10% Disarm immunity: +25% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking iron dagger of shearing (11-14.3 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +11% physical Changes damage: +6% physical Sharp, short and deadly. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of projection (20-26 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr)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: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc 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. |
This item will automatically be transmogrified when you leave the level.hateful stralite dagger of erosion (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +4 temporal / +8 nature / +4 darkness Damage against: +8% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick stralite dagger of evisceration (31-40.3 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Changes stats: +1 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of erosion (31.5-40.95 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 nature / +11 temporal When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hungering mossy mindstar of life (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Life regen: +0.60 Hate per kill: +2.00 Psi per kill: +2.00 Maximum life: +13.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% It can be used to inflict 37.95 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.gifted thorny mindstar of flames (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 fire Changes resistances: +7% fire Changes resistances penetration: +9% fire Changes damage: +5% fire Mindpower: +10 (+5 eff.) Mental crit. chance: +3% Global speed: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.gifted thorny mindstar of storms (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +11% lightning Changes resistances penetration: +6% lightning Changes damage: +10% lightning Mindpower: +8 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bethiraldaba the pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +13.5% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 16% chance to corrode armour by 30% When wielded/worn: Changes stats: +3 Mag Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +8% nature / +6% arcane Disease immunity: +32% Mana when firing critical spell: +2.00 Spellpower: +6 (+2 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
Radhemabers (17-18.7 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 17.0 - 18.7 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Effects when hit in melee: * 10 arcane resource burn Changes stats: +2 Str Changes resistances: +9% blight / +2% physical / +5% arcane Changes resistances penetration: +4% arcane / +15% physical Changes damage: +5% arcane / +11% nature Disease immunity: +35% Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
Strikehunter (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% * 5% chance to corrode armour by 30% Damage (Melee): +4 lightning When wielded/worn: Damage when hit (Melee): 9 fire Changes stats: +1 Str / +2 Wil / +4 Con Changes resistances: +15% fire Changes resistances penetration: +10% fire Changes damage: +9% fire Life regen: +1.20 Maximum life: +24.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +2 Global speed: +1% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wrathful pulsing mindstar of flames (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar is wrathful to the hated. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 fire Changes resistances: +12% fire Changes resistances penetration: +9% fire Changes damage: +11% fire Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +10% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Sparkbringer (10 def, 2 armour, 135.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 14% chance to corrode armour by 30% Changes stats: +3 Con Changes resistances: +16% acid / +25% cold / +9% blight Changes resistances penetration: +10% blight Changes damage: +3% lightning Talent granted: +4 Block Handheld deflection devices. |
focusing Robe of the Worm of the mountain (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +11% physical Changes damage: +11% physical Mana each turn: +0.10 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
This item will automatically be transmogrified when you leave the level.mindwoven silk robe of the mind (+10%) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +10% mind Changes damage: +10% mind Mental save: +23 (+10 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Singetickler' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Con Changes resistances penetration: +25% mind / +15% fire Changes damage: +7% nature Mental save: +44 (+17 eff.) Poison immunity: +36% Disease immunity: +21% Mindpower: +9 (+5 eff.) Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour of natural resilience (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +14% nature / +14% blight Reduced damage from: +9% Unnatural A suit of armour made of leather. |
Cinderknight the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +35% cold / +6% mind / +16% temporal Changes resistances penetration: +10% mind Changes damage: +3% mind / +6% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of the deep (3 def, 11 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +8% acid / +11% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +4 Cun / +4 Wil Mental save: +10 (+5 eff.) A suit of armour made of metal plates. |
Brodysaldir (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 11 physical Changes resistances: +12% acid / +6% temporal Life regen: +2.90 Maximum life: +84.00 Healing mod.: +25% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel plate armour of cold resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes resistances: +13% blight / +19% cold / +13% nature A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.stralite plate armour of Eyal (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Life regen: +1.10 Maximum life: +70.00 Healing mod.: +16% A suit of armour made of metal plates. |
nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +5 Lck Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.balancing hardened leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Fatigue: -6% Changes stats: +4 Cun / +4 Dex Maximum encumbrance: +32 Mental crit. chance: +5% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.grounding hardened leather belt of valiance Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +8% lightning / +8% temporal Mental save: +8 (+4 eff.) Maximum life: +54.00 A belt that goes around your waist. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Charbreeze the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +12% fire Changes resistances penetration: +25% fire Changes damage: +21% darkness / +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Mayita' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +3 Mag Changes damage: +9% arcane Maximum encumbrance: +20 Physical save: +8 (+3 eff.) Spellpower: +6 (+2 eff.) Damage Shield penetration: +30% A pair of boots made of leather. |
pair of hardened leather boots 'Zubidaba' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 mind Changes resistances: +7% lightning / +5% temporal / +7% cold / +9% fire / +5% arcane / +9% mind Changes damage: +3% mind Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.restorative pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +4 Con Life regen: +2.00 Healing mod.: +18% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 55 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
This item will automatically be transmogrified when you leave the level.heroic hardened leather gloves of the juggernaut (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Con Physical save: +10 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +10 (+5 eff.) Disarm immunity: +28% Maximum life: +43.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ashrock the cashmere wizard hat (2 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil / +2 Cun / +3 Con Changes resistances: +9% darkness / +12% fire Changes resistances penetration: +20% fire Mental save: +5 (+2 eff.) Spellpower: +4 (+2 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 98.22 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Lisaba (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +13% light / +13% darkness Changes resistances penetration: +5% blight Physical save: +26 (+9 eff.) A cap made of leather. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 72.93 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (24% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 61.28 fire and 64.35 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 61.28 fire and 64.35 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Eremokalthorand (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +5 Con Changes resistances: +13% cold / +5% arcane / +6% mind Changes damage: +9% arcane / +6% mind Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 548.0 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glytha (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% * 20 arcane resource burn Changes stats: +9 Lck Changes resistances: +7% lightning / +7% temporal / +10% nature / +9% light Changes resistances penetration: +5% physical Spell save: +5 (+2 eff.) Maximum life: +53.00 Spell crit. chance: +3% Mental crit. chance: +4% Healing mod.: +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+4 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
This item will automatically be transmogrified when you leave the level.leafwalker's dwarven-steel helm of fortune (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Changes stats: +7 Lck Changes resistances: +8% nature Spell save: +5 (+2 eff.) Maximum life: +61.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
176 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Bilecutter the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +8% blight / +3% nature / +10% darkness / +9% acid Changes resistances penetration: +20% acid Changes damage: +12% nature Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 21 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.yew totem of thorny skin 'Aerelin' [power 40] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% acid / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +15% acid / +9% arcane Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.elven-wood totem of cure ailments [power 3] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Ay ay captain!
Turn into a pirate!By infinite_doom the Ogre Doombringer level 36
79th Dusk 122nd year of Ascendancy at 20:17 see stats
Bringer of Doom
Killed a Bringer of Doom.By infinite_doom the Ogre Doombringer level 9
2nd Flare 122nd year of Ascendancy at 03:01 see stats
Exterminator
Killed 1000 creatures.By infinite_doom the Ogre Doombringer level 20
20th Dusk 122nd year of Ascendancy at 05:11 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By infinite_doom the Ogre Doombringer level 13
1st Dusk 122nd year of Ascendancy at 17:44 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By infinite_doom the Ogre Doombringer level 24
32nd Dusk 122nd year of Ascendancy at 12:15 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By infinite_doom the Ogre Doombringer level 33
67th Dusk 122nd year of Ascendancy at 09:49 see stats
Level 10
Got a character to level 10.By infinite_doom the Ogre Doombringer level 10
4th Flare 122nd year of Ascendancy at 14:50 see stats
Level 20
Got a character to level 20.By infinite_doom the Ogre Doombringer level 20
19th Dusk 122nd year of Ascendancy at 09:18 see stats
Level 30
Got a character to level 30.By infinite_doom the Ogre Doombringer level 30
56th Dusk 122nd year of Ascendancy at 11:46 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By infinite_doom the Ogre Doombringer level 32
65th Dusk 122nd year of Ascendancy at 11:34 see stats
Size is everything
Did over 1500 damage in one attack.By infinite_doom the Ogre Doombringer level 30
56th Dusk 122nd year of Ascendancy at 13:59 see stats
Size matters
Did over 600 damage in one attack.By infinite_doom the Ogre Doombringer level 22
26th Dusk 122nd year of Ascendancy at 06:59 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By infinite_doom the Ogre Doombringer level 33
67th Dusk 122nd year of Ascendancy at 09:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By infinite_doom the Ogre Doombringer level 21
21st Dusk 122nd year of Ascendancy at 00:52 see stats
Log
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
Radiant horror's blazing light area effect hits Nightmare horror for 3 fire, 4 light (6 total damage).
Radiant horror's blazing light area effect hits Infinite_doom's Inner Demon for 2 fire, 2 light (4 total damage).
Radiant horror's blazing light area effect hits infinite_doom for 1 fire, 1 light (2 total damage).
Radiant horror's blazing light area effect hits Infinite_doom's Inner Demon for 2 fire, 2 light (4 total damage).
Radiant horror is no longer suffering from insomnia.
Radiant horror HEALS from fire damage!
Burning from Infinite_doom hits Radiant horror for 0 fire, 11 healing (0 total damage) [11 healing].
infinite_doom receives 4 healing from Devouring flames from Infinite_doom.
Insidious Poison from Infinite_doom hits Radiant horror for 4 nature damage.
Burning Shock from Infinite_doom hits Radiant horror for 0 fire, 17 healing (0 total damage) [17 healing].
Nightmare from Nightmare horror hits Radiant horror for 45 darkness damage.
Infinite_doom's Inner Demon deactivates Abyssal Shield.
Infinite_doom's Inner Demon is freed from the demons.
Infinite_doom's Inner Demon's is no longer blazing.
Infinite_doom's Inner Demon speeds up.
Infinite_doom's Inner Demon is free from the nightmare.
Infinite_doom's Inner Demon stops burning.
Infinite_doom's Inner Demon is free from the nightmare.
Infinite_doom's Inner Demon manifests!
Infinite_doom's Inner Demon casts Draining Assault.
Infinite_doom loses sight!
Saving game...


































































































































































