Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Generic Ranged Training 1.4.0Adds a generic ranged training tree to the game. Archers start with it unlocked, all other classes can purchase it from an archery trainer in Elvala. Basic Ranged Mastery applies to all ranged weapons, but is weaker than more specialized masteries to compensate. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Mardrop |
Class | Arcanist |
Level / Exp | 73 / 52% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1010 (base 1000) |
Dexterity | 1003 (base 1000) |
Constitution | 1030 (base 1000) |
Magic | 1056 (base 1000) |
Willpower | 1040 (base 1000) |
Cunning | 1019 (base 1000) |
Resources
Life | 51160/51160 |
Mana | 5352/5362 |
Healing Factor | 2.5 |
Regeneration | 2684.625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +739.70705663889% |
Spell | +20% |
Global | +718.80694085259% |
Vision
Sight | 10 |
Lite | 22 |
Infravision | 28 |
See Stealth | 611.53453051062 |
See Invisible | 996.55101989182 |
Offense: Mainhand
Damage | 3422 |
Accuracy | 228 |
Crit Chance | 405% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 220 |
Crit Chance | 100% |
Speed | 0.83333333333333 |
Cooldown Reduction | 140 |
Offense: Mind
Mindpower | 256 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 239.1522158211 (100%) |
Defense | 250 |
Ranged Defense | 251 |
Fatigue | 0 |
Physical Save | 165 |
Spell Save | 233 |
Mental Save | 155 |
Defense: Resistances
All | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 0% |
Poison Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 10% |
Disarm Resistance | 66% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 134% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -5 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -9 Travel Speed: instantaneous Usage Speed: Spell (83% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 114% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -7 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 3433 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 20.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Illusion | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Arcane | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Phantasm | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Morph | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Aether | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / High magic | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Void | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Power | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Force | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Combat training | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Restoration | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Herbalism | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Divination | 15.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Staff combat | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Conveyance | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Race / Mardrop | 10.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
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 |
Effects
talent | Arcane Shield |
talent | Vitalise |
talent | Keen Senses |
talent | Quicken Spells |
talent | Shielding |
talent | Blur Sight |
talent | Void Avatar |
talent | Force Balance |
talent | Defensive Posture |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Premonition |
talent | Phantasmal Mirror |
talent | Arcane Power |
beneficial effect | Spellcasting speed increased by 20% Elemental Surge: Arcane |
beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
beneficial effect | The target's spellpower has been increased by 16. Spellsurge |
beneficial effect | Fully absorbs 3 temporal attacks. Ward |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 21% of the way to your next Rank. You have killed: 10 Uniques 3 Bosses 2 Elite Bosses 2 Veterans 4 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * Vermin are eating the crops in the Sunwall Orchards. * Exterminate them or we will all go hungry. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one bear paw. You'd think I could get one of these from a local hunter, but they've had no luck. Don't get eaten.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Equipment
On feet | Yveda (7 def, 8 armour) Yveda (7 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +7 (+0 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +1% Changes stats: +2 Mag / +3 Wil / +2 Cun / +11 Con Changes resistances penetration: +11% physical Changes damage: +3% physical Critical mult.: +6.00% Physical save: +22 (+3 eff.) Spell save: +3 (+0 eff.) Mental save: +13 (+1 eff.) Life regen: +0.40 Maximum life: +30.00 Lowers spell cool-downs by: 10% Mindpower: +5 (+0 eff.) Infravision radius: +2 Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 135 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Tiharathad the Blazeripper Tiharathad the BlazeripperPowered by arcane forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Changes resistances: +7% blight / +14% darkness Changes damage: +7% light / +3% fire Damage affinity(heal): +5% light Physical save: +10 (+1 eff.) Stamina each turn: +0.60 Maximum stamina: +15.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 475.05 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
On head | Lisita the cashmere wizard hat (2 def, 0 armour) Lisita the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +13 Mag / +13 Wil / +11 Cun / +7 Con Changes resistances: +14% mind / +24% darkness Changes resistances penetration: +20% mind Changes damage: +16% darkness / +14% arcane / +14% mind Physical save: +10 (+1 eff.) Mental save: +76 (+9 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +4.20 Mana each turn: +0.24 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +28.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +8% Mindpower: +14 (+1 eff.) Mental crit. chance: +14% Damage Shield Power: +11% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 1 cooldown : Effective talent level: 75.0 Power cost: 1 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 235 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 29 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ash wand of conjuration 'Mayatha' [power 193] (1 cooldown) ash wand of conjuration 'Mayatha' [power 193] (1 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +6% blight / +3% physical / +6% cold Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talent cooldown: Strike (-3 turns) Talents granted: +1 Ward +8 Strike Poison immunity: +10% Cut immunity: +10% Disarm immunity: +15% Knockback immunity: +15% Maximum vim: +10.00 It can be used to fire a bolt of a random element with (base) damage 96 to 193, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | marksman's gold ring of tenacity marksman's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+0 eff.) Changes stats: +3 Dex Disarm immunity: +25% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +22.00 Rings can have magical properties. |
On fingers | Isolrata the steel ring Isolrata the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +20 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +10 Str / +6 Wil / +6 Cun Changes resistances: +28% lightning / +2% physical / +3% darkness / +30% blight / +12% fire / +18% nature / +28% acid Changes damage: +14% acid / +14% lightning Poison immunity: +36% Disease immunity: +40% Mindpower: +9 (+0 eff.) Damage Shield penetration: +30% Rings can have magical properties. |
Around waist | Mayuwe the rough leather belt Mayuwe the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% acid / +5% arcane Changes damage: +9% arcane / +3% acid Reduced damage from: +19% Summoned Mental save: +6 (+0 eff.) Spellpower: +4 (+0 eff.) A belt that goes around your waist. |
In main hand | Airstoker (30-36 power, 6 apr, light element) Airstoker (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to inflict 15% damage reduction * 40% chance to daze at end of turn Damage (Melee): +8 mind Burst (radius 1) on hit: +4 lightning When wielded/worn: Physical crit. chance: +12.0% Damage (Melee): 39 arcane / 35 fire Damage when hit (Melee): 12 lightning Changes stats: +6 Mag / +6 Wil Changes resistances: +9% darkness Changes resistances penetration: +5% lightning / +15% temporal / +15% light / +15% physical / +15% darkness Changes damage: +30% temporal / +30% darkness / +30% physical / +3% mind / +30% light Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.40 Maximum mana: +300.00 Maximum neg.energy: +48.00 Spellpower: +49 (+4 eff.) Spell crit. chance: +20% Light radius: -1 See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
On hands | alchemist's iron gauntlets of the juggernaut (0 def, 1 armour) alchemist's iron gauntlets of the juggernaut (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Mag / +3 Wil / +2 Con Physical save: +14 (+2 eff.) Spell save: +5 (+0 eff.) Mental save: +5 (+0 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +7 ice / +9 physical / +9 fire / +9 lightning / +9 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 3 cooldown : Effective talent level: 4.0 Power cost: 3 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Earibar the Satyrsweep (5 def, 0 armour) Earibar the Satyrsweep (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Damage when hit (Melee): 4 nature Changes stats: +15 Mag / +5 Wil / +8 Con Changes resistances: +43% nature Changes resistances penetration: +15% temporal / +20% nature / +14% physical Changes damage: +6% darkness / +16% temporal / +44% nature / +16% physical Spell save: +29 (+2 eff.) Poison immunity: +47% Disease immunity: +43% Silence immunity: +49% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +22 (+1 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour) spellcowled cashmere cloak of backstabbing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Defense: +2 (+0 eff.) Changes stats: +4 Mag / +4 Wil Critical mult.: +22.00% Stealth bonus: +11 Spell save: +11 (+1 eff.) Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starseer's stralite amulet of manastreaming starseer's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Mag Changes damage: +7% light / +8% temporal / +8% darkness / +8% physical Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Inventory
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 4 power out of 50/50) : Effective talent level: 2.0 Power cost: 4 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 167 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level. Pyrebender the iron greatmaul (27.5-41.25 power, 1 apr)Pyrebender the iron greatmaul (27.5-41.25 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.5 - 41.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 73 bleeding, 112% reduced healing Damage (Melee): +12 fire Burst (radius 2) on crit: +14 ice / +12 fire When wielded/worn: Accuracy: +30 (+2 eff.) Armour penetration: +40 Physical crit. chance: +20.0% Physical power: +10 (+0 eff.) Armour: +10 Changes stats: +2 Cun / +10 Mag Changes resistances: +6% fire Changes resistances penetration: +10% fire / +30% physical / +10% cold Changes damage: +9% mind / +12% fire Critical mult.: +17.00% See invisible: +6 Global speed: +3% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword of amnesia (39.5-63.2 power, 2 apr)quick dwarven-steel greatsword of amnesia (39.5-63.2 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +16 (+1 eff.) Changes stats: +6 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. penetrating dragonbone longbow of recursionpenetrating dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +38% physical Damage Shield penetration: +84% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady dragonbone longbow of acidsteady dragonbone longbow of acid Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +30 acid When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +6.0% Changes damage: +32% acid Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-4 eff.) Mindpower: +9 (+0 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
This item will automatically be transmogrified when you leave the level. parasitic mossy mindstar (2.5-2.75 power, 12 apr, mind damage)parasitic mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 2.5 - 2.8 Uses stats: 70% Wil, 50% Mag, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Life leech chance: +9% Life leech: +9% 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. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) 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 stats: 190% Mag, 40% Wil 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 (+0 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 1 power out of 20/20) : Effective talent level: 20.0 Power cost: 1 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 180% 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. Chamulathagar (38-45.6 power, 4 apr, acid element)Chamulathagar (38-45.6 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 38.0 - 45.6 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 arcane / +14 physical Burst (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +22.0% Effects on melee hit: * 13% chance to disease Changes stats: +5 Wil / +6 Con Changes resistances penetration: +5% arcane Changes damage: +38% acid Talent granted: +1 Command Staff Critical mult.: +16.00% Life regen: +1.30 Mana each turn: +0.28 Equilibrium when hit: +0.20 Vim when firing critical spell: +4.00 Maximum vim: +22.00 Spellpower: +47 (+3 eff.) Spell crit. chance: +15% Healing mod.: +19% Heals friendly targets nearby when you use a nature summon: +10 It can be used to project a bolt elemental energy from the staff (to range 8) dealing 3705.23 to 4446.27 acid damage, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
Shard of Wintertide (30-36 power, 5 apr, cold element) Shard of Wintertide (30-36 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 170% Mag, 40% Wil Damage type: Ice Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 (+1 eff.) Spell crit. chance: +7% This giant icicle shines with a gentle lunar radiance. |
Staff of Destruction (20-24 power, 4 apr, fire element) Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+0 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Viper's Retort (24-28.8 power, 8 apr, nature element) Viper's Retort (24-28.8 power, 8 apr, nature element)Requires: - Magic 24 - Cunning 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 40% Wil, 115% Mag, 65% Cun Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes damage: +20% acid / +20% nature Talents cooldown: Healing Light (-1 turn) Poison Storm (-2 turns) Venomous Strike (-2 turns) Arcane Reconstruction (-2 turns) Spellpower: +10 (+0 eff.) Spell crit. chance: +25% The top of this ebony staff is carved in the shape of a viper's head. Venom drips from its fangs, and its black eyes gleam with serpentine cunning. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Fogbait' (30-36 power, 6 apr, fire element)dragonbone magestaff 'Fogbait' (30-36 power, 6 apr, fire 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: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +10.0% Physical power: +11 (+0 eff.) Armour: +6 Defense: +8 (+0 eff.) Effects on melee hit: * 19% chance to disease * 37% chance to inflict 15% damage reduction Damage (Melee): 31 fire Damage when hit (Melee): 8 darkness Changes stats: +3 Mag Maximum wards: +2 fire Changes damage: +30% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +54.00% Physical save: +11 (+1 eff.) Spell save: +18 (+1 eff.) Mental save: +15 (+1 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +6.00 Maximum mana: +80.00 Maximum vim: +40.00 Spellpower: +55 (+4 eff.) Spell crit. chance: +51% See invisible: +19 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to unleash an elemental blastwave, dealing 3421.74 to 4106.08 fire damage in a radius 6 around the user, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding ash starstaff of war (26-31.2 power, 3 apr, light element)lifebinding ash starstaff of war (26-31.2 power, 3 apr, light element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 26.0 - 31.2 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 physical When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +9.0% Changes stats: +5 Con Changes damage: +15% light Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +2% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's yew starstaff of blood (20-24 power, 4 apr, physical element)magelord's yew starstaff of blood (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 draining blight When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 33 arcane Changes damage: +20% physical Talent granted: +1 Command Staff Maximum mana: +70.00 Spellpower: +17 (+1 eff.) Spell crit. chance: +3% Life leech chance: +11% Life leech: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Aerobeth (54-86.4 power, 16 apr)Aerobeth (54-86.4 power, 16 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 64 bleeding, 108% reduced healing * cripple the target Damage (Melee): +26 darkness Burst (radius 1) on hit: +12 arcane Damage against: +26% Living When wielded/worn: Accuracy: +61 (+5 eff.) Physical crit. chance: +42.0% Physical power: +42 (+2 eff.) Defense: +42 (+3 eff.) Changes stats: +10 Dex / +2 Mag / +2 Wil / +10 Con Changes resistances penetration: +21% physical Changes damage: +6% blight / +3% arcane Disarm immunity: +172% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+1 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
This item will automatically be transmogrified when you leave the level. thunderous iron waraxe of massacre (17-23.8 power, 2 apr)thunderous iron waraxe of massacre (17-23.8 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11% chance to daze at end of turn When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning One-handed war axes. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Spell save: +8 (+1 eff.) Mindpower: +8 (+0 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap 'Belemina' (8 def, 14 armour)drakeskin leather cap 'Belemina' (8 def, 14 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +18 (+1 eff.) Armour: +14 Defense: +8 (+0 eff.) Fatigue: +5% Damage when hit (Melee): 4 acid / 4 temporal Changes stats: +17 Str / +12 Wil / +5 Cun / +11 Con Changes resistances: +3% acid / +15% physical / +3% temporal / +15% fire / +14% cold / +6% all Changes resistances penetration: +10% blight Changes damage: +15% acid / +12% temporal Allows you to breathe in: water Physical save: +45 (+5 eff.) Mental save: +15 (+1 eff.) Stamina when hit: +2.40 Equilibrium when hit: +2.70 Mindpower: +6 (+0 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to activate talent Battle Cry, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. radiant drakeskin leather armour of alacrity (5 def, 8 armour)radiant drakeskin leather armour of alacrity (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 9 light Changes stats: +5 Wil Changes resistances: +22% blight / +30% darkness Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing cured leather armour of the void (2 def, 4 armour)searing cured leather armour of the void (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage (Melee): 14 acid / 14 fire / 7 darkness Damage (Ranged): 7 darkness Damage when hit (Melee): 12 acid / 12 fire Changes resistances: +18% acid / +18% temporal / +17% darkness / +18% fire Defense after a teleport: +17 Resist all after a teleport: +18% New effects duration reduction after a teleport: +17% It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 3 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing hardened leather armour of the wind (14 def, 6 armour)searing hardened leather armour of the wind (14 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +13 Physical crit. chance: +7.0% Armour: +6 Defense: +14 (+1 eff.) Fatigue: +8% Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 10 acid / 13 fire Changes resistances: +22% acid / +22% fire Stamina each turn: +1.10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 4 cooldown : Effective talent level: 5.0 Power cost: 4 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 2675 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Timekeeper (4 def, 2 armour, 21 block) Timekeeper (4 def, 2 armour, 21 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +5% temporal Talent granted: +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Arrows of Manalocking (20/20, 15-21 power, 5 apr) Arrows of Manalocking (20/20, 15-21 power, 5 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
This item will automatically be transmogrified when you leave the level. elemental quiver of elm arrows (17/17, 15.5-21.7 power, 5 apr)elemental quiver of elm arrows (17/17, 15.5-21.7 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of amnesia (18/18, 51-71.4 power, 18 apr)quiver of dragonbone arrows of amnesia (18/18, 51-71.4 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.0 - 71.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
132 alchemist agate 132 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
emerald 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 7 power out of 70/70) : Effective talent level: 2.0 Power cost: 7 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 232.13 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (21/21) Rod of Recall (21/21)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 19 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. volcanic elm wand of firewall [power 77] (1 cooldown)volcanic elm wand of firewall [power 77] (1 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 187 fire damage overall), putting all charms on cooldown for 1 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
Achievements
By The Keeper the Mardrop Arcanist level 15
74th Pyre 122nd year of Ascendancy at 18:23 see stats
By The Keeper the Mardrop Arcanist level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By The Keeper the Mardrop Arcanist level 20
77th Pyre 122nd year of Ascendancy at 16:59 see stats
By The Keeper the Mardrop Arcanist level 30
1st Mirth 122nd year of Ascendancy at 15:23 see stats
By The Keeper the Mardrop Arcanist level 40
1st Mirth 122nd year of Ascendancy at 16:29 see stats
By The Keeper the Mardrop Arcanist level 50
1st Mirth 122nd year of Ascendancy at 18:27 see stats
By The Keeper the Mardrop Arcanist level 15
74th Pyre 122nd year of Ascendancy at 17:25 see stats
By The Keeper the Mardrop Arcanist level 14
74th Pyre 122nd year of Ascendancy at 15:48 see stats
By The Keeper the Mardrop Arcanist level 27
1st Mirth 122nd year of Ascendancy at 15:13 see stats
By The Keeper the Mardrop Arcanist level 67
2nd Mirth 122nd year of Ascendancy at 02:02 see stats
By The Keeper the Mardrop Arcanist level 12
74th Pyre 122nd year of Ascendancy at 11:09 see stats
By The Keeper the Mardrop Arcanist level 12
74th Pyre 122nd year of Ascendancy at 11:09 see stats
By The Keeper the Mardrop Arcanist level 12
74th Pyre 122nd year of Ascendancy at 11:09 see stats
By The Keeper the Mardrop Arcanist level 15
74th Pyre 122nd year of Ascendancy at 18:23 see stats
By The Keeper the Mardrop Arcanist level 15
74th Pyre 122nd year of Ascendancy at 18:23 see stats
Log
The Keeper reaches critical velocity!
The Keeper is slowing down.
The Keeper is speeding up.
The Keeper reaches critical velocity!
The Keeper is slowing down.
The Keeper is speeding up.
The Keeper reaches critical velocity!
The Keeper is slowing down.
The Keeper is speeding up.
The Keeper reaches critical velocity!
The Keeper deactivates Phantasmal Shield.
The Keeper deactivates Vitalise.
The Keeper deactivates Shielding.
The Keeper is slowing down.
The Keeper deactivates Force Balance.
The Keeper deactivates Defensive Posture.
The Keeper deactivates Essence of Speed.
The Keeper deactivates Arcane Shield.
The Keeper deactivates Quicken Spells.
The Keeper deactivates Arcane Power.
The Keeper deactivates Blur Sight.
The Keeper deactivates Premonition.
The Keeper deactivates Phantasmal Mirror.
The Keeper deactivates Keen Senses.
The Keeper deactivates Void Avatar.
The Keeper is no longer surging arcane power.
The Keeper's temporal ward fades