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 | Reborn |
Class | Druid |
Level / Exp | 99 / 42% |
Size | big |
Lifes / Deaths | Killed by unknown at level 99 on the 11st Dusk 122nd year of Ascendancy at 23:26 / 1 |
Primary Stats
Strength | 2066 (base 2000) |
Dexterity | 2035 (base 2000) |
Constitution | 2027 (base 2000) |
Magic | 2012 (base 2000) |
Willpower | 2036.9096196994 (base 2000) |
Cunning | 2053 (base 2000) |
Resources
Life | -21326/66120 |
Stamina | 8535/8535 |
Equilibrium | -942 |
Healing Factor | 2.5 |
Regeneration | 12884.027091089 |
Speed
Mental | +410% |
Attack | +400% |
Movement | +720.17666979436% |
Spell | +400% |
Global | +135% |
Vision
Sight | 20 |
Lite | 10 |
Infravision | 45 |
See Stealth | 608.81232437349 |
See Invisible | 617.81232437349 |
Offense: Mainhand
Damage | 54758 |
Accuracy | 817 |
Crit Chance | 631% |
APR | 300 |
Speed | 0.20 |
Offense: Offhand
Damage | 47546 |
Accuracy | 817 |
Crit Chance | 631% |
APR | 267 |
Speed | 0.20 |
Offense: Spell
Spellpower | 277 |
Crit Chance | 100% |
Speed | 0.2 |
Offense: Mind
Mindpower | 376 |
Crit Chance | 100% |
Speed | 0.2 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 2121.5 (100%) |
Defense | 241 |
Ranged Defense | 242 |
Fatigue | 0 |
Physical Save | 292 |
Spell Save | 240 |
Mental Save | 246 |
Defense: Resistances
All | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 69% |
Poison Resistance | 90% |
Blind Resistance | 34% |
Silence Resistance | 31% |
Teleport Resistance | 55% |
Pinning Resistance | 44% |
Disarm Resistance | 92% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
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 213% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 290 for 12 turns. While Heroism is active, you will only die when reaching -9127 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Seas | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Boreal | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Minerals | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Winds | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Jungle | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Woodland | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Volcanism | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Weather | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Land | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Mindstar mastery | 20.00 |
| 80/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Natural cycles | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Combat training | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Call of the wild | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cunning / Herbalism | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Race / Reborn | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Staff combat | 10.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Wild-gift / Eyals-embrace | 20.00 |
| 80/5 |
| 9/5 |
| 9/5 |
| 9/5 |
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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Song of Winter |
talent | Through The Crowd |
talent | Whirlpool |
talent | Typhoon |
talent | Psiblades |
talent | Aurora |
talent | Earthshaker |
talent | Aura of Growth |
talent | Bolts from the Blue |
talent | Zephyr |
talent | Tremors |
talent | Pure Spring |
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 | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Increases defense by 274. Mobile Defense |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
beneficial effect | You are empowered by an aura of growth, granting 60 life regen until two turns after you've left the area. Growth Aura |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you gained talent category Cunning / Survival (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 49% of the way to your next Rank. You have killed: 21 Uniques 12 Bosses 4 Elite Bosses 1 Veterans 7 Heroics 2 Legends 2 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * 'Needed: one green worm. Try to get any knots out before returning. Wear gloves.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Lisegalle the pair of dwarven-steel boots (0 def, 11 armour) Lisegalle the pair of dwarven-steel boots (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: -5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 temporal Changes resistances: +12% blight Changes damage: +9% blight / +3% temporal Physical save: +10 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Stamina each turn: +0.40 Maximum life: +38.00 Infravision radius: +2 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 34 alchemist agate 34 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. |
Light source | ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +11% darkness Changes damage: +11% light Damage affinity(heal): +5% light Spellpower: +11 (+1 eff.) Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 2 cooldown : Effective talent level: 3.0 Power cost: 2 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 241.39 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | linen wizard hat 'Airdredge' (1 def, 0 armour) linen wizard hat 'Airdredge' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 60% chance to daze at end of turn * Slows global speed by 60% * 45% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 12 lightning Changes resistances: +30% lightning / +15% acid Changes resistances penetration: +50% lightning / +25% nature Changes damage: +51% lightning / +12% nature / +9% acid A pointy cloth hat, very wizardly... |
On hands | drakeskin leather gloves 'Taintresolve' (0 def, 3 armour) drakeskin leather gloves 'Taintresolve' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +3 Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 20 darkness / 15 temporal Damage (Ranged): 13 temporal Damage when hit (Melee): 8 acid Changes stats: +4 Str / +3 Wil / +3 Cun / +4 Con Changes resistances: +18% darkness / +12% temporal Changes resistances penetration: +15% nature Changes damage: +10% temporal / +9% darkness / +3% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +38% Infravision radius: +4 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 20% chance to corrode armour by 30% * 11% chance to inflict 15% damage reduction * 11% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +21 darkness / +12 nature Burst (radius 2) on crit: +8 nature It can be used to activate talent Track, placing all other charms into a 1 cooldown : Effective talent level: 40.0 Power cost: 1 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 645 for 21 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Ivumikira [power 46] (1 cooldown) Ivumikira [power 46] (1 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% light / +9% temporal Maximum wards: +4 acid / +4 nature / +4 light Talent cooldown: Lay Web (-1 turn) Talents granted: +3 Lay Web +1 Ward Critical mult.: +5.00% Physical save: +12 (+1 eff.) Disarm immunity: +10% Stun/Freeze immunity: +5% Teleport immunity: +5% Damage Shield penetration: +20% It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 8 equilibrium. 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold ring 'Abyssbraze' gold ring 'Abyssbraze'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +12 (+1 eff.) Damage when hit (Melee): 16 nature / 8 acid Changes stats: +7 Dex / +5 Wil / +13 Cun Changes resistances: +6% acid / +18% fire Changes damage: +9% nature / +18% fire Mental save: +10 (+1 eff.) Blindness immunity: +29% Silence immunity: +31% Stun/Freeze immunity: +29% Life regen: +2.90 Mana each turn: +0.25 Infravision radius: +5 See stealth: +14 See invisible: +16 Rings can have magical properties. |
On fingers | Nimbusvagrant the stralite ring Nimbusvagrant the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +28 (+1 eff.) Armour penetration: +15 Physical power: +13 (+1 eff.) Defense: +15 (+1 eff.) Damage when hit (Melee): 4 lightning / 8 fire / 8 arcane Changes stats: +9 Dex / +6 Mag / +8 Wil / +22 Cun / +5 Con Changes resistances: +6% lightning / +21% fire / +5% arcane Changes damage: +6% lightning Spell save: +18 (+1 eff.) Mental save: +13 (+1 eff.) Disarm immunity: +44% Confusion immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Maximum stamina: +34.00 Spellpower: +26 (+2 eff.) Mindpower: +26 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Blazerune the voratun amulet Blazerune the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +18 Physical power: +10 (+1 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes stats: +10 Str / +10 Dex / +5 Wil / +9 Cun / +9 Con Changes resistances: +3% acid / +30% fire / +30% cold / +6% temporal Changes resistances penetration: +5% light Changes damage: +10% physical Critical mult.: +18.00% Physical save: +50 (+4 eff.) Spell save: +49 (+4 eff.) Mental save: +54 (+4 eff.) Blindness immunity: +5% Confusion immunity: +25% Stun/Freeze immunity: +45% Teleport immunity: +50% Life regen: +1.20 Stamina each turn: +1.50 Mindpower: +15 (+1 eff.) Movement speed: +10% Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to teleport you randomly (rad 59), putting all charms on cooldown for 1 turns. Amulets can have magical properties. |
In main hand | Forestrace (15.5-17.05 power, 267 apr, nature damage) Forestrace (15.5-17.05 power, 267 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This mindstar projects psionic energy if enough is absorbed. The set is complete. Base power: 15.5 - 17.1 Uses stats: 285% Wil, 50% Mag, 147% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +267 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +30 physical Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Wil Changes resistances: +25% acid / +29% physical / +69% light / +71% mind / +9% nature Changes damage: +25% lightning / +40% physical / +24% cold / +19% fire / +10% acid Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +15.00% Physical save: +19 (+2 eff.) Spell save: +23 (+2 eff.) Mental save: +16 (+1 eff.) Equilibrium when hit: +7.20 Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum hate: +10.00 Spellpower: +2 (+0 eff.) Mindpower: +49 (+3 eff.) Mental crit. chance: +17% See stealth: +68 See invisible: +75 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. |
Around waist | Furnacerazor the hardened leather belt Furnacerazor the hardened leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 acid / 8 blight Changes stats: +5 Dex / +4 Wil / +5 Cun Changes resistances: +3% acid / +11% fire / +11% cold Changes resistances penetration: +11% physical Changes damage: +3% blight / +21% fire / +17% physical Critical mult.: +11.00% Mental save: +32 (+2 eff.) Life regen: +2.40 Vim when firing critical spell: +3.00 Maximum life: +82.00 Maximum vim: +40.00 Spellpower: +16 (+1 eff.) Mental crit. chance: +10% Healing mod.: +22% Damage Shield penetration: +20% A belt that goes around your waist. |
In off hand | pulsing mindstar 'Armeldir' (13.5-14.85 power, 234 apr, nature damage) pulsing mindstar 'Armeldir' (13.5-14.85 power, 234 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This psionic mindstar hates not to be wrathful. The set is complete. Base power: 13.5 - 14.9 Uses stats: 261% Wil, 50% Mag, 123% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +234 Crit. chance: +5.5% Attack speed: 100% Damage (Melee): +9 ice / +6 cold / +4 temporal / +9 fire When wielded/worn: Armour: +4 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +4 Dex / +7 Con Changes resistances: +4% fire / +2% light / +7% temporal Changes resistances penetration: +11% mind / +13% darkness Changes damage: +23% temporal / +28% darkness / +12% cold / +28% mind / +7% fire Maximum life: +40.00 Mindpower: +147 (+8 eff.) Mental crit. chance: +9% Infravision radius: +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. |
Cloak | Jetcrack (1 def, 0 armour) Jetcrack (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil / +1 Cun Changes resistances: +12% darkness / +11% temporal Changes resistances penetration: +10% mind Changes damage: +12% darkness Mental save: +30 (+2 eff.) Maximum psi: +20.00 Mindpower: +2 (+0 eff.) Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 1 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Noonpassion (5 def, 8 armour) Noonpassion (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 10 light Changes stats: +3 Wil Changes resistances: +34% acid / +9% physical / +23% darkness / +14% fire / +27% blight / +43% cold / +14% lightning / +15% light Changes resistances penetration: +10% light / +10% nature Changes damage: +3% light Mindpower: +8 (+0 eff.) Light radius: +3 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (560% speed; 9 turns)movement infusion (560% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 560% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. copper ring 'Noonbreacher'copper ring 'Noonbreacher' Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+1 eff.) Physical power: +8 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +12 Dex / +10 Wil / +20 Cun Changes resistances: +24% lightning / +14% blight / +24% fire / +14% nature / +27% mind Changes damage: +12% lightning / +12% fire / +12% mind / +5% all Mental save: +51 (+4 eff.) Poison immunity: +28% Disease immunity: +28% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Maximum psi: +10.00 Spellpower: +8 (+1 eff.) Mindpower: +17 (+1 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Bleeding Edge, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Whirlwind (10-15 power, 1 apr) Whirlwind (10-15 power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
This item will automatically be transmogrified when you leave the level. Airwill (30-39 power, 20 apr)Airwill (30-39 power, 20 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 17% chance to disease * Random elemental explosion * 20% chance to torment the target * Projects up to 9 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +80% Damage (Melee): +14 acid / +20 blight / +4 fire When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +12 Changes stats: +3 Dex Changes resistances penetration: +12% acid / +11% physical / +22% darkness / +12% lightning / +12% cold / +22% mind / +9% fire Changes damage: +9% lightning / +3% physical Grants telepathy: Humanoid/Orc Physical save: +3 (+1 eff.) Mental save: +3 (+0 eff.) Psi when hit: +0.04 Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 45% Str, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+1 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. quick stralite dagger of rage (29.5-38.35 power, 9 apr)quick stralite dagger of rage (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +18 (+1 eff.) Changes stats: +5 Str / +3 Dex Changes damage: +10% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun dagger of vileness (38-49.4 power, 9 apr)thought-forged voratun dagger of vileness (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 24% chance to disease * 28% chance to cause random gloom Damage (Melee): +22 blight / +20 mind When wielded/worn: Changes stats: +5 Cun / +6 Wil Sharp, short and deadly. |
Erelerim (16.5-24.75 power, 1 apr) Erelerim (16.5-24.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +9 temporal When wielded/worn: Damage when hit (Melee): 9 temporal Changes stats: +6 Dex / +2 Wil Changes resistances: +7% temporal Reduces incoming crit damage: 15.00% See invisible: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Dimschism the voratun greatsword (84.5-135.2 power, 4 apr)Dimschism the voratun greatsword (84.5-135.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.5 - 135.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease * 49% chance to cause random gloom * 40% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 106 bleeding, 121% reduced healing Damage (Melee): +8 darkness / +41 cold / +28 blight / +30 mind Burst (radius 1) on hit: +12 blight When wielded/worn: Accuracy: +62 (+2 eff.) Armour penetration: +76 Physical crit. chance: +20.0% Physical power: +21 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +10 Cun / +10 Wil Changes resistances: +6% darkness Changes resistances penetration: +21% acid / +78% physical / +19% fire / +20% blight / +19% cold / +23% lightning / +20% temporal Changes damage: +12% blight / +21% physical Disease immunity: +41% Massive two-handed swords. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 1 power out of 20/20) : Effective talent level: 5.0 Power cost: 1 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 299.70 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] 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 Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite longsword of amnesia (34.5-48.3 power, 5 apr)blazebringer's stralite longsword of amnesia (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +17 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. quick steel mace (15.5-21.7 power, 3 apr)quick steel mace (15.5-21.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +4 Dex Blunt and deadly. |
Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage) Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 2 power out of 40/40) : Effective talent level: 2.0 Power cost: 2 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 527.50 darkness damage each turn for 6 turns, and has a 68% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
This item will automatically be transmogrified when you leave the level. honing pulsing mindstar of vitality (13.5-14.85 power, 32 apr, mind damage)honing pulsing mindstar of vitality (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 13.5 - 14.9 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +13% blight / +9% physical / +22% darkness / +13% nature Changes resistances penetration: +9% physical Changes damage: +8% physical Stamina when hit: +1.60 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar 'Muldir' (12.5-13.75 power, 32 apr, nature damage)pulsing mindstar 'Muldir' (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. The natural wyrm seeks an element. This mindstar absorbs psionic energy that needs to be projected. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +8 acid / +8 cold / +9 temporal Damage against: +67% Undead When wielded/worn: Damage when hit (Melee): 9 lightning / 8 physical / 8 cold / 9 fire / 9 acid Changes stats: +4 Mag / +4 Wil / +7 Cun Changes resistances: +26% lightning / +31% light / +36% fire / +45% nature / +7% acid / +8% physical / +44% blight / +29% cold / +22% mind / +64% darkness Changes resistances penetration: +9% nature / +10% blight Changes damage: +6% acid / +13% temporal / +9% darkness / +9% cold / +18% nature Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Critical mult.: +21.00% Disease immunity: +22% Stamina when hit: +6.00 Equilibrium when hit: +2.10 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +3% Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Infravision radius: +4 See stealth: +21 See invisible: +21 Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +46 Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +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. Sparkvengeance (17-22.1 power, 6 apr)Sparkvengeance (17-22.1 power, 6 apr) Requires: - Magic 14 - Dexterity 14 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 2 Base power: 17.0 - 22.1 Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * stuns the target for 4 turns * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns Damage (Melee): +8 blinding light Damage conversion: 13% nature / 15% mind When wielded/worn: Armour penetration: +24 Physical crit. chance: +16.0% Defense: +8 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 39% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes resistances: +6% acid / +6% lightning Changes resistances penetration: +12% blight / +8% physical / +24% lightning Changes damage: +12% acid / +8% physical / +9% light / +12% nature / +30% mind Critical mult.: +24.00% Spell crit. chance: +4% Light radius: +4 Talent on hit(spell): Lightning (30% chance level 9). It can be used to activate talent Illuminate, placing all other charms into a 1 cooldown : Effective talent level: 1.0 Power cost: 1 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 304.80 light damage. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Rotquick (11.5-16.1 power, 2 apr)Rotquick (11.5-16.1 power, 2 apr) Requires: - Magic 10 - Constitution 10 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 100% Mag, 50% Con Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When this weapon hits: Echoes From The Past (10% chance level 2). When this weapon hits: Corrosive Mist (10% chance level 2). When this weapon hits: Arcane Vortex (10% chance level 2). Burst (radius 1) on hit: +14 temporal Damage conversion: 13% arcane silence / 13% corrosive acid / 13% temporal slow When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +21.0% Armour: +6 Defense: +7 (+0 eff.) Damage when hit (Melee): 20 nature / 8 physical Changes stats: +2 Dex Changes resistances: +7% mind / +2% physical Changes resistances penetration: +22% acid / +12% temporal / +12% arcane / +30% physical Changes damage: +3% nature / +12% temporal Critical mult.: +41.00% Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: -60.00 life Spellpower: +23 (+2 eff.) Spell crit. chance: +14% It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 2 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Fulymas the yew magestaff (20-24 power, 4 apr, arcane element)Fulymas the yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Burst (radius 2) on crit: +12 blight When wielded/worn: Physical crit. chance: +21.0% Armour: +10 Defense: +24 (+2 eff.) Damage (Melee): 33 arcane / 8 % chance of confusion Changes stats: +5 Dex / +2 Wil / +4 Con Maximum wards: +3 arcane Changes resistances penetration: +5% blight Changes damage: +20% arcane / +3% blight Talents granted: +1 Command Staff +4 Ward Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Mana each turn: +1.03 Equilibrium when hit: +0.04 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum mana: +128.00 Maximum hate: +8.00 Spellpower: +64 (+5 eff.) Spell crit. chance: +14% Life leech chance: +10% Life leech: +11% Damage Shield penetration: +34% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew starstaff of war (42-50.4 power, 4 apr, physical element)potent yew starstaff of war (42-50.4 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 42.0 - 50.4 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 physical When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +10.0% Changes damage: +42% physical Talent granted: +1 Command Staff Spellpower: +13 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's yew magestaff of power (20-24 power, 4 apr, arcane element)void walker's yew magestaff of power (20-24 power, 4 apr, arcane 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% When wielded/worn: Changes resistances: +11% darkness / +11% temporal Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +21 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +30% Reduces paradox anomalies(equivalent to willpower): +18 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel waraxe of evisceration (18-25.2 power, 4 apr)truestriking dwarven-steel waraxe of evisceration (18-25.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 106 bleeding, 121% reduced healing When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Changes resistances penetration: +11% physical One-handed war axes. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
This item will automatically be transmogrified when you leave the level. stargazer's woollen robe of power (0 def, 0 armour)stargazer's woollen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes damage: +11% light / +11% darkness / +11% all Spellpower: +20 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
This item will automatically be transmogrified when you leave the level. dragonslayer's hardened leather cap (0 def, 3 armour)dragonslayer's hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% acid / +11% fire / +11% cold / +10% lightning A cap made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour of Eyal (5 def, 10 armour)enlightening voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Changes stats: +8 Cun / +9 Wil Mental save: +23 (+2 eff.) Life regen: +4.00 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour of implacability (3 def, 16 armour)radiant dwarven-steel mail armour of implacability (3 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +22% blight / +16% darkness Physical save: +11 (+1 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of the deep (4 def, 13 armour)radiant stralite mail armour of the deep (4 def, 13 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +13% acid / +13% cold / +26% darkness / +26% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. duelist's drakeskin leather armour of delving (13 def, 18 armour)duelist's drakeskin leather armour of delving (13 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +13 (+1 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex / +10 Cun Changes resistances: +20% darkness / +15% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 2 cooldown : Effective talent level: 40.0 Power cost: 2 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 645 for 21 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying dwarven-steel plate armour of stability (5 def, 11 armour)fortifying dwarven-steel plate armour of stability (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Changes stats: +5 Str / +5 Con Changes resistances: +8% physical Physical save: +19 (+2 eff.) Maximum life: +72.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing mummy wrappings (5 def, 2 armour)searing mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+0 eff.) Fatigue: +2% Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +22% acid / -3% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of command (14 def, 10 armour)spiked mummy wrappings of command (14 def, 10 armour) Requires: - Dexterity 15 Crafted by a master Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +10 Defense: +14 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 16 physical Changes stats: +4 Cun Changes resistances: -25% fire Mental save: +17 (+1 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of radiance (8 def, 2 armour, 79.5 block)dwarven-steel shield of radiance (8 def, 2 armour, 79.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Effects when hit in melee: * 28% chance to blind Changes stats: +6 Con / +3 Mag Changes resistances: +16% light Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy iron shield of crushing (4 def, 2 armour, 23.5 block)icy iron shield of crushing (4 def, 2 armour, 23.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Damage (Melee): 6 cold Damage when hit (Melee): 12 ice Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of yew arrows of corruption (41/41, 41.5-58.1 power, 18 apr)sentry's quiver of yew arrows of corruption (41/41, 41.5-58.1 power, 18 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +2.0% Capacity: 41 Turns elapse between self-loadings: 1 On weapon hit: * 20% chance to curse the target Damage (Ranged): +20 blight / +21 darkness Arrows are used with bows to pierce your foes to death. |
228 alchemist agate 228 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid When used in a prism: Prism damage +15% Gems can be sold for money or used in arcane rituals. |
174 alchemist aquamarine 174 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 When used in a prism: Equilibrium reduced 10 Gems can be sold for money or used in arcane rituals. |
74 alchemist opal 74 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% When used in a prism: Prism damage +10% Gems can be sold for money or used in arcane rituals. |
65 alchemist topaz 65 alchemist topaz0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 When used in a prism: Prism beam range +3 Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning When used in a prism: Equilibrium reduced 10 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning When used in a prism: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
bloodhexed iron pickaxe (dig speed 29 turns) bloodhexed iron pickaxe (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Str / +5 Wil Mental crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
101 alchemist jade 101 alchemist jade0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% When used in a prism: Additional 0 slow damage Gems can be sold for money or used in arcane rituals. |
57 alchemist spinel 57 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 When used in a prism: Equilibrium reduced 5 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (664 power, based on Willpower), costing 1 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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 When used in a prism: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire When used in a prism: Prism damage +20% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (50/50) Rod of Recall (50/50)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 8 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. Chalegund the Ebonyveil [power 1] (1 cooldown)Chalegund the Ebonyveil [power 1] (1 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 26% chance to disease * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes resistances: +6% blight / +9% fire Maximum wards: +7 acid / +7 nature / +7 light Changes resistances penetration: +25% blight / +5% fire Changes damage: +15% darkness Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-3 turns) Talents granted: +1 Invoke Tentacle +6 Lay Web +4 Ward It can be used to remove up to 1 poisons or diseases from a target within range 30 (based on Willpower), putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
48 alchemist amethyst 48 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage When used in a prism: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Emelutha the Swampsear [power 77] (1 cooldown)Emelutha the Swampsear [power 77] (1 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 43% Damage when hit (Melee): 4 blight / 12 temporal / 4 nature Changes resistances: +6% nature Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +15% temporal Changes damage: +18% blight Talents cooldown: Strike (-2 turns) Volcano (-4 turns) Talents granted: +1 Ward +6 Void Blast +3 Strike +4 Volcano Spell save: +10 (+1 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +8.00 Damage Shield penetration: +10% It can be used to creates a wall of flames lasting 4 turns (dealing 127 fire damage overall), putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 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 When used in a prism: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
56 alchemist ametrine 56 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) When used in a prism: Additional 10 lite damage Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light When used in a prism: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light When used in a prism: Prism beam range +1 Gems can be sold for money or used in arcane rituals. |
Achievements
By Malfurion the Reborn Druid level 19
3rd Summertide 122nd year of Ascendancy at 11:50 see stats
By Malfurion the Reborn Druid level 12
75th Pyre 122nd year of Ascendancy at 11:28 see stats
By Malfurion the Reborn Druid level 93
11st Dusk 122nd year of Ascendancy at 19:15 see stats
By Malfurion the Reborn Druid level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Malfurion the Reborn Druid level 20
4th Flare 122nd year of Ascendancy at 20:40 see stats
By Malfurion the Reborn Druid level 30
9th Flare 122nd year of Ascendancy at 12:44 see stats
By Malfurion the Reborn Druid level 40
10th Flare 122nd year of Ascendancy at 06:43 see stats
By Malfurion the Reborn Druid level 50
10th Flare 122nd year of Ascendancy at 18:51 see stats
By Malfurion the Reborn Druid level 12
76th Pyre 122nd year of Ascendancy at 19:54 see stats
By Malfurion the Reborn Druid level 77
8th Dusk 122nd year of Ascendancy at 06:30 see stats
By Malfurion the Reborn Druid level 70
1st Dusk 122nd year of Ascendancy at 05:38 see stats
By Malfurion the Reborn Druid level 12
76th Pyre 122nd year of Ascendancy at 19:54 see stats
By Malfurion the Reborn Druid level 12
76th Pyre 122nd year of Ascendancy at 19:54 see stats
By Malfurion the Reborn Druid level 12
76th Pyre 122nd year of Ascendancy at 19:54 see stats
By Malfurion the Reborn Druid level 12
75th Pyre 122nd year of Ascendancy at 11:28 see stats
By Malfurion the Reborn Druid level 12
75th Pyre 122nd year of Ascendancy at 11:28 see stats
Log
Malfurion picks up (D.): duelist's drakeskin leather armour of delving (13 def, 18 armour).
Malfurion picks up (f.): quick stralite dagger of rage (29.5-38.35 power, 9 apr).
Malfurion picks up (g.): thought-forged voratun dagger of vileness (38-49.4 power, 9 apr).
Malfurion performs a melee critical strike against Ivaba the ancient elven mummy!
Character control switched to pitcher plant.
Malfurion HEALS from light damage!
Malfurion hits Malfurion for 87445 nature damage.
Malfurion hits Ivaba the ancient elven mummy for 84801 nature damage.
Ivaba the ancient elven mummy hits Malfurion for (59 shifted), 0 light, 14 healing (0 total damage) [14 healing].
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Hotkey page 5 is now displayed.
Hotkey page 1 is now displayed.
Your summoned pitcher plant disappears.
Character control switched to hailing oak.
You are unable to move!
You are unable to move!
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Your summoned hailing oak disappears.
Character control switched to hailing oak.
Your summoned hailing oak disappears.
Character control switched to Malfurion.
Saving game...