Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Godling 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Unlock Cultists of Entropy 1.7.6Couldn't figure out how to finish the day it came forbidden book so I made this instead. Adds an in-game menu item. Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Items Vault 1.7.6Donators/Buyers bonus! Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Dread |
Class | Shadowblade |
Level / Exp | 51 / 63% |
Size | huge |
Lifes / Deaths | Killed by Isywe the wolf at level 50 on the 78th Pyre 122nd year of Ascendancy at 04:35 2 / 5Killed by Isywe the wolf at level 50 on the 78th Pyre 122nd year of Ascendancy at 06:47 Killed by minotaur at level 50 on the 79th Pyre 122nd year of Ascendancy at 10:30 Killed by Mayuwe the white wolf at level 50 on the 79th Pyre 122nd year of Ascendancy at 13:01 Killed by wretchling at level 50 on the 2nd Mirth 122nd year of Ascendancy at 08:49 |
Primary Stats
Strength | 113 (base 40) |
Dexterity | 175 (base 60) |
Constitution | 133 (base 53) |
Magic | 137 (base 61) |
Willpower | 154 (base 61) |
Cunning | 146 (base 61) |
Resources
Life | 1708/1708 |
Mana | 615/888 |
Stamina | 482/590 |
Healing Factor | 1.7609525412732 |
Regeneration | 54.455785581023 |
Speed
Mental | +24.179363339468% |
Attack | 0% |
Movement | +35% |
Spell | +24.179363339468% |
Global | +104% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Stealth | 122.56410107873 |
See Invisible | 154.53226565475 |
Stealth | 86.071780863242 |
Offense: Mainhand
Damage | 259 |
Accuracy | 107 |
Crit Chance | 79% |
APR | 35 |
Speed | 0.81 |
Offense: Offhand
Damage | 223 |
Accuracy | 107 |
Crit Chance | 75% |
APR | 22 |
Speed | 0.81 |
Offense: Spell
Spellpower | 105 |
Crit Chance | 70% |
Speed | 0.80528678284999 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Offense: Damage Penetration
Arcane | +50% |
Fire | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 60.777252421566 (100%) |
Defense | 122 |
Ranged Defense | 122 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 79 |
Mental Save | 69 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 49%( 88%) |
Arcane | + 42%( 70%) |
Cold | + 49%( 88%) |
All | + 17%( 70%) |
Lightning | + 37%( 70%) |
Light | + 42%( 70%) |
Temporal | + 31%( 70%) |
Physical | + 42%( 70%) |
Fire | + 27%( 70%) |
Darkness | + 72%( 88%) |
Defense: Immunities
Silence Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 877 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 194 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse 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 unleash a cone dealing 440.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 8 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 227 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Dreadmaster | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Dreadlord | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Banshee | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Walking Blasphemy |
talent | Phantasmal Shield |
talent | Shadow Combat |
talent | Keen Senses |
talent | Premonition |
talent | Shadow Feed |
beneficial effect | All stats increased by 56. Pain Enhancement System |
beneficial effect | Parrying melee and ranged attacks: Has a 88% chance to deflect up to 46 damage from the next 3.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
You failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 5 of Dreadfell) | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were kidnapped, held captive, and finally murdered. Waking UpHowever, that wasn't the end. You awoke in a shallow grave, your spirit tied to Eyal by the injustice of your death. Take your revenge, and then...who knows? | done |
Equipment
On feet | invigorating pair of hardened leather boots of spellbinding (0 def, 3 armour) invigorating pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +3 Mag Stamina each turn: +0.40 Maximum life: +32.00 Lowers spell cool-downs by: 10% Movement speed: +10% A pair of boots made of leather. |
Light source | Xotta XottaPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +30 (+4 eff.) Damage when hit (Melee): 22 temporal Changes stats: +6 Str / +5 Dex Changes resistances: +17% temporal Changes resistances penetration: +25% arcane Reduces incoming crit damage: 15.30% Maximum life: +60.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | elven-silk wizard hat 'Dazzlestun' (3 def, 0 armour) elven-silk wizard hat 'Dazzlestun' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 51% Changes stats: +7 Mag / +13 Wil / +15 Cun Changes resistances: +6% acid / +6% light Mental save: +33 (+8 eff.) Hate when firing a critical mind attack: +2.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 381 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | Samidrafang the dwarven-steel gauntlets (0 def, 21 armour) Samidrafang the dwarven-steel gauntlets (0 def, 21 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +21 Fatigue: +3% Changes resistances: +5% physical / +12% fire Physical save: +18 (+4 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -80.80 life Maximum life: +64.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 163 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 22 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | scoundrel's gold ring of war scoundrel's gold ring of warCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +9 Str / +4 Cun / +5 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Shattering Shout (costing 19 power out of 30/30) : Effective talent level: 3.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 470.95 physical damage in a radius 6 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Rings make your fingers look great! |
On fingers | sinister voratun ring of life sinister voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 poison Damage (Ranged): 15 poison Changes stats: +3 Cun / +5 Dex Life regen: +14.00 Maximum life: +67.00 Healing mod.: +15% Rings make your fingers look great! |
Around neck | wanderer's copper amulet of manastreaming wanderer's copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +3 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.50 Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Movement speed: +10% Amulets make your neck look great! |
In main hand | Shantiz the Stormblade (15-19 power, 20 apr) Shantiz the Stormblade (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 0% Cun, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Around waist | monstrous hardened leather belt of burglary monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Str / +3 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +8 (+2 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
In off hand | blazebringer's dwarven-steel dagger of torment (15-20 power, 7 apr) blazebringer's dwarven-steel dagger of torment (15-20 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +26 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +4% Sharp, short and deadly. |
Cloak | glorious cashmere cloak of vigor (2 def, 0 armour) glorious cashmere cloak of vigor (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Fatigue: -7% Changes stats: +3 Dex / +3 Wil / +5 Con Talent granted: +2 Glorious Presence Reduces incoming crit damage: 28.00% Life regen: +3.00 Movement speed: +15% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 94.7 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Chamidan' (0 def, 16 armour) voratun plate armour 'Chamidan' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 23 arcane / 23 physical Damage when hit (Melee): 15 arcane / 15 physical Changes stats: +4 Str / +6 Mag / +6 Con Changes resistances: +24% lightning / +26% physical / +13% light / +30% arcane / +16% darkness A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the duelist (heal 438; cd 15)healing infusion of the duelist (heal 438; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 438 then cleanse 1 wound, poison, and disease 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 nature talent. |
movement infusion of the psychic (speed 1094%; cd 15) movement infusion of the psychic (speed 1094%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1094% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 327; 15 cd)regeneration infusion (heal 327; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the sneak (damage 469; dur 4; cd 21) acid wave rune of the sneak (damage 469; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 469.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the titan (threshold 50; blocks 8; dur 4; cd 16) stormshield rune of the titan (threshold 50; blocks 8; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 8 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. marauder's steel amulet of manastreamingmarauder's steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 13 bleed Changes stats: +5 Str / +4 Dex / +3 Mag Changes damage: +5% bleed Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 It can be used to activate talent Frenzy, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 33% (at 0 Hate) to 66% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -28 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 24.41 cold and 24.41 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 37 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
manaspring steel ring of war manaspring steel ring of warPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Con Mana each turn: +0.21 Maximum mana: +18.00 Talents granted by this ego do not have their typical weapon type requirements. It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 19 turns. Rings make your fingers look great! |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
emerald ring emerald ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Con Changes resistances: +5% physical / +20% darkness / +9% blight / +12% cold / +3% all Physical save: +14 (+3 eff.) Blindness immunity: +20% Life regen: +4.00 Maximum life: +80.00 Rings make your fingers look great! |
gold ring 'Darkparry' gold ring 'Darkparry'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +20 (+2 eff.) Changes stats: +7 Mag Changes resistances penetration: +25% darkness Changes damage: +21% temporal / +12% physical Critical mult.: +35.20% Spell save: +14 (+3 eff.) Rings make your fingers look great! |
obscure gold ring of opulence obscure gold ring of opulenceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 8 warp Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Lck / +5 Cun Spell save: +8 (+2 eff.) Activating this item is instant. It can be used to activate talent All That Glitters (costing 19 power out of 30/30) : Effective talent level: 2.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
wizard's gold ring of life wizard's gold ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Life regen: +8.00 Maximum life: +61.00 Healing mod.: +13% Rings make your fingers look great! |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
voratun moonstone ring voratun moonstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +7 Mag / +7 Wil Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Spellpower: +13 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Beluriaba (30-36 power, 6 apr, darkness element)Beluriaba (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +9.0% Physical power: +14 (+1 eff.) Damage (Melee): 31 fire Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +15% temporal Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +36.00% Reduces incoming crit damage: 15.73% Spellpower: +34 (+6 eff.) Spell crit. chance: +8% Light radius: +3 See invisible: +26 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. time-lost steel battleaxe of massacre (31-46 power, 2 apr)time-lost steel battleaxe of massacre (31-46 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Wasting, causing 322 Temporal damage over 5 turns. When wielded/worn: Physical power: +6 (+0 eff.) Changes damage: +14% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Lelyzor (32-48 power, 2 apr)Lelyzor (32-48 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +26 cold When wielded/worn: Changes stats: +3 Mag / +3 Cun / +8 Con Changes resistances: +15% acid / +9% fire / +9% nature Only die when reaching: -83.90 life Mental crit. chance: +8% Infravision radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel battleaxe of enduring (28-42 power, 2 apr)thought-forged dwarven-steel battleaxe of enduring (28-42 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 28.5 - 42.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 51 Damage (Melee): +13 mind When wielded/worn: Changes stats: +20 Wil / +3 Cun / +12 Con Maximum life: +51.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Lisewyn the steel greatsword (20-32 power, 2 apr)Lisewyn the steel greatsword (20-32 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +11 Mag Changes resistances penetration: +15% blight / +26% mind Mana each turn: +0.12 Spell crit. chance: +3% Mindpower: +25 (+5 eff.) Mental crit. chance: +3% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking deep-steel trident of banishment (24-38 power, 10 apr)truestriking deep-steel trident of banishment (24-38 power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Strike your target with a blast of Arcane energy dealing 291 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage against: +16% Horror / +19% Demon When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Critical mult.: +30.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Acera (33-46 power, 4 apr) Acera (33-46 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 19 power out of 30/30) : Effective talent level: 5.5 Power cost: 19 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 77 acid damage in a 4 radius ball. This damage will increase by 57% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Chillsweeper the voratun mace (43-60 power, 6 apr) Chillsweeper the voratun mace (43-60 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Strike your target with a blast of Fire dealing 283 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (radius 2) on crit: +25 lightning / +37 cold Damage against: +12% Vermin / +15% Spiderkin When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 41 Changes stats: +13 Str / +5 Dex / +11 Mag / +11 Wil / +10 Cun / +11 Con Changes resistances: +3% light / +6% cold Changes resistances penetration: +21% lightning / +27% cold Changes damage: +12% cold Critical mult.: +27.00% Movement speed: +38% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel waraxe (22-30 power, 4 apr)caustic dwarven-steel waraxe (22-30 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +10 acid / +23 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +13% acid / +11% nature One-handed war axes. |
blazebringer's voratun waraxe of sundering (40-56 power, 13 apr) blazebringer's voratun waraxe of sundering (40-56 power, 13 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Sunders the enemy's armor for 5 turns. Damage (radius 2) on crit: +55 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +5% One-handed war axes. |
steel dagger of evisceration (12-15 power, 6 apr) steel dagger of evisceration (12-15 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 458 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 0% Cun, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
quick dwarven-steel dagger (16-20 power, 7 apr) quick dwarven-steel dagger (16-20 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
serrated stralite dagger of sundering (28-36 power, 18 apr) serrated stralite dagger of sundering (28-36 power, 18 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Bleed, causing 408 Physical damage over 5 turns. On weapon crit: * Sunders the enemy's weapon for 5 turns. When wielded/worn: Changes damage: +14% physical Mindpower: +5 (+1 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Bloomsoul (8-8 power, 13 apr, nature damage)Bloomsoul (8-8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 25 power out of 40/40) : Effective talent level: 2.5 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 84 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of frost (4-4 power, 18 apr, nature damage)horrifying vined mindstar of frost (4-4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage (Melee): 7 cold / 6 mind / 8 darkness Changes resistances: +7% cold Changes resistances penetration: +5% cold Changes damage: +9% cold / +4% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of life (5-5 power, 18 apr, nature damage)nature's vined mindstar of life (5-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +5% nature Talent granted: +1 Attune Mindstar Disease immunity: +12% Life regen: +0.90 Maximum life: +21.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying thorny mindstar of storms (7-8 power, 24 apr, nature damage)horrifying thorny mindstar of storms (7-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 90% Wil, 50% Mag, 29% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 12 lightning / 8 mind / 6 darkness Changes stats: +3 Str / +3 Dex / +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +9% lightning Changes resistances penetration: +12% lightning Changes damage: +14% lightning / +6% mind / +5% darkness Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 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. |
This item will automatically be transmogrified when you leave the level. living mindstar of gales (16-18 power, 40 apr, mind damage)living mindstar of gales (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+4 eff.) Changes damage: +8% lightning / +11% cold / +14% physical Talent granted: +1 Attune Mindstar Pinning immunity: +32% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Glorerin the Chargesweeper (0 def, 18 armour, 26-31 power, 124.45235392681 block)Glorerin the Chargesweeper (0 def, 18 armour, 26-31 power, 124.45235392681 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +124 Damage (radius 2) on crit: +20 mind When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +18 Fatigue: +8% Changes stats: +12 Str / +16 Dex Changes damage: +18% lightning / +21% acid Talent granted: +1 Block Handheld deflection devices. |
spellwoven linen robe of time (+10%) (0 def, 0 armour) spellwoven linen robe of time (+10%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +10% temporal Changes damage: +10% temporal Spell save: +15 (+3 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 31 power out of 50/50) : Effective talent level: 2.5 Power cost: 31 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Belylatir the elven-silk robe (0 def, 0 armour) Belylatir the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +5 Mag / +6 Wil Changes resistances: +12% blight / +34% cold / +5% arcane / +15% all Changes resistances penetration: +15% blight Changes damage: +9% arcane / +23% cold Spell save: +27 (+6 eff.) Silence immunity: +49% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+4 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. destroyer's elven-silk robe of power (0 def, 0 armour)destroyer's elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +5% all Changes damage: +16% all Critical mult.: +20.00% Spellpower: +28 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's drakeskin leather armour of Devir (25 def, 14 armour) duelist's drakeskin leather armour of Devir (25 def, 14 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+4 eff.) Fatigue: +8% Changes stats: +7 Cun / +6 Dex Critical mult.: +13.00% Mindpower: +9 (+2 eff.) Mental crit. chance: +5% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of Traekus (20 def, 8 armour)rejuvenating drakeskin leather armour of Traekus (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Critical mult.: +16.00% Life regen: +6.10 Stamina each turn: +2.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 31 power out of 80/80) : Effective talent level: 4.5 Power cost: 31 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 70.94 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel plate armour of delving (0 def, 11 armour)cleansing dwarven-steel plate armour of delving (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +7 Str Changes resistances: +14% blight / +11% physical / +10% darkness / +14% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cyrada the hardened leather belt Cyrada the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Defense: +30 (+4 eff.) Changes resistances: +3% physical / +5% arcane / +15% temporal Physical save: +11 (+2 eff.) Maximum stamina: +30.00 Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blurring hardened leather belt of dampeningblurring hardened leather belt of dampening Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Changes resistances: +7% acid / +7% fire / +7% lightning / +8% cold Stealth bonus: +7 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. Infernobile the pair of dwarven-steel boots (0 def, 10 armour)Infernobile the pair of dwarven-steel boots (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +4 Con Changes resistances: +15% temporal / +18% fire Changes resistances penetration: +26% arcane Reduces incoming crit damage: 15.73% Spell save: +15 (+3 eff.) Spell crit. chance: +4% Infravision radius: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of voratun boots of impact (0 def, 12 armour) reinforced pair of voratun boots of impact (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +3 Con Changes resistances: +15% acid / +11% fire / +15% lightning / +14% cold It can be used to jump to a nearby location within range 6. The impact of your landing deals 156 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 25 power out of 40/40. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder drakeskin leather gloves of the iron hand (0 def, 3 armour) cinder drakeskin leather gloves of the iron hand (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 13 fire Changes stats: +2 Str / +5 Wil / +3 Con Changes resistances: +7% fire Changes damage: +8% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +15 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Earynarigorn the dwarven-steel gauntlets (0 def, 2 armour)Earynarigorn the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Damage (Melee): 14 light Changes resistances: +30% acid / +11% light / +9% mind Changes resistances penetration: +26% acid Changes damage: +8% light / +18% mind Equilibrium when hit: +0.12 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
This item will automatically be transmogrified when you leave the level. Elenyleg the hardened leather cap (24 def, 3 armour)Elenyleg the hardened leather cap (24 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Armour: +3 Defense: +24 (+4 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +3 Wil / +12 Cun Critical mult.: +20.98% Physical save: +18 (+4 eff.) Psi when hit: +0.16 Maximum psi: +30.00 A cap made of leather. |
Stormspitter (0 def, 3 armour) Stormspitter (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +3 Cun / +12 Wil Changes resistances: +11% lightning / +20% temporal Changes damage: +6% lightning Mental save: +9 (+2 eff.) Maximum psi: +50.00 A cap made of leather. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 3.5 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 39.50 mind and 39.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 41% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 41. Terrified: Deals 10.00 mind and 10.00 darkness damage per turn and increases cooldowns by 62%. Haunted: Causes the target to suffer 15.40 mind and 15.40 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
defender's hardened leather cap of trickery (5 def, 9 armour) defender's hardened leather cap of trickery (5 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +9 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +4 Cun / +3 Dex Changes resistances: +4% all Physical save: +9 (+2 eff.) A cap made of leather. |
Aletta's Diadem (0 def, 0 armour) 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 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 4.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 248.72 mind damage and cripples the target's higher mental functions, reducing cunning by 29 and confusing (41% power) the target for 5 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...? |
voratun helm 'Anolach' (7 def, 13 armour) voratun helm 'Anolach' (7 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +12 Str / +2 Wil / +8 Con Changes resistances: +3% all Changes damage: +24% arcane Physical save: +9 (+2 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spell crit. chance: +4% It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 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 487.9 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
199 alchemist agate 199 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. |
dwarven lantern of the tempest dwarven lantern of the tempestInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +5 It can be used to Unleash a cascade of electricity, inflicting 308.00 Lightning damage in radius 4 (based on Dexterity). Creatures in the area also either dazed or take 192.5 Haywire damage for 6 turns Activation costs 15 power out of 30/30. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. soldier's dwarven-steel pickaxe (dig speed 16 turns)soldier's dwarven-steel pickaxe (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Aroyarin (dig speed 5 turns) Aroyarin (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str / +5 Cun Changes resistances: +3% acid / +13% darkness / +8% fire / +6% nature / +6% light Maximum life: +27.00 Maximum stamina: +23.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. Stormpunish [power 296] (10 cooldown)Stormpunish [power 296] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Dex Changes resistances: +31% lightning Changes resistances penetration: +15% lightning / +25% temporal Changes damage: +9% lightning / +9% temporal / +21% fire Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 296 Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Warden the Banshee Shadowblade level 4
76th Pyre 122nd year of Ascendancy at 20:14 see stats
By Warden the Banshee Shadowblade level 10
76th Pyre 122nd year of Ascendancy at 23:01 see stats
By Warden the Banshee Shadowblade level 20
76th Pyre 122nd year of Ascendancy at 23:01 see stats
By Warden the Banshee Shadowblade level 30
76th Pyre 122nd year of Ascendancy at 23:01 see stats
By Warden the Banshee Shadowblade level 40
76th Pyre 122nd year of Ascendancy at 23:01 see stats
By Warden the Banshee Shadowblade level 50
76th Pyre 122nd year of Ascendancy at 23:01 see stats
By Warden the Dread Shadowblade level 50
4th Flare 122nd year of Ascendancy at 08:14 see stats
By Warden the Dread Shadowblade level 50
78th Pyre 122nd year of Ascendancy at 06:33 see stats
By Warden the Banshee Shadowblade level 4
76th Pyre 122nd year of Ascendancy at 20:14 see stats
By Warden the Banshee Shadowblade level 4
76th Pyre 122nd year of Ascendancy at 20:14 see stats
Log
Something hits Dread for 46 blight damage.
Forest wight's glacial vapour area effect hits Dread for 50 cold damage.
Dread hits Something for 17 physical damage.
Something damages himself through Martyrdom!
Dread hits Something for 5 blight, 18 healing (5 total damage) [19 healing].
Forest wight's glacial vapour area effect hits Dread for 50 cold damage.
Something hits Dread for 46 blight damage.
You sense that Something has taken notice of you ...
Dread casts Pacification Hex.
Dread hits Something for 18 physical damage.
Warden's mind surges with critical power!
Warden hits Something for 86 mind damage.
Something misses Dread.
Warden's mind surges with critical power!
Warden hits Something for (17 exoskeleton), 17 mind (17 total damage).
Dread casts Empathic Hex.
Warden's mind surges with critical power!
Warden hits Something for 86 mind damage.
Dread hits Something for 17 physical damage.
Something damages himself through Martyrdom!
Dread hits Something for 5 blight, 18 healing (5 total damage) [18 healing].
Something hits Dread for 44 blight damage.