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 | Manawraith |
Class | Paradox Mage |
Level / Exp | 200 / 5716% |
Size | big |
Lifes / Deaths | Killed by Siliwyn the carrion worm mass at level 200 on the 37th Dusk 122nd year of Ascendancy at 14:23 / 1 |
Primary Stats
Strength | 5183 (base 5000) |
Dexterity | 5189 (base 5000) |
Constitution | 5184 (base 5000) |
Magic | 5211 (base 5000) |
Willpower | 5204 (base 5000) |
Cunning | 5245 (base 5000) |
Resources
Mana | 7021/7021 |
Negative | 602/602 |
Life | -356659/597317 |
Stamina | 1262/1262 |
Paradox | 1162 |
Healing Factor | 2.5 |
Regeneration | 12594.125 |
Speed
Mental | +486.13968679372% |
Attack | +476.13968679372% |
Movement | +1021.2793735874% |
Spell | +476.13968679372% |
Global | +910.54682793693% |
Vision
Sight | 12 |
Lite | 125 |
Infravision | 151 |
See Stealth | 2982.3641504074 |
See Invisible | 4352.9193118352 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 59638 |
Accuracy | 549 |
Crit Chance | 1869% |
APR | 162 |
Speed | 0.17 |
Offense: Offhand
Damage | 18898 |
Accuracy | 549 |
Crit Chance | 1874% |
APR | 174 |
Speed | 0.17 |
Offense: Spell
Spellpower | 525 |
Crit Chance | 100% |
Speed | 0.17356901857692 |
Cooldown Reduction | 150 |
Offense: Mind
Mindpower | 620 |
Crit Chance | 100% |
Speed | 0.17356901857692 |
Offense: Damage Bonus
All | +522% |
Offense: Damage Penetration
All | +143% |
Defense: Base
Armour (hardiness) | 10015.992452668 (100%) |
Defense | 837 |
Ranged Defense | 838 |
Fatigue | 0 |
Physical Save | 439 |
Spell Save | 428 |
Mental Save | 540 |
Defense: Resistances
All | + 44%(140%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 70% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 74% |
Silence Resistance | 44% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: -9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 762.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -10 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 15980 damage for 7 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 5 Cooldown: -12 Travel Speed: 600% of base Usage Speed: Spell (17% of a turn) Is: a spell Description: Fires a Magic Missile that does 56099 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Matter | 25.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Arcane | 25.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Stasis | 25.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Timetravel | 30.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Meta | 10.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Spellbinding | 25.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Spacetime Folding | 10.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Temporal | 10.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Gravity | 25.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Speed Control | 20.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Aether | 20.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Timeline Threading | 25.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Cunning / Survival | 25.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Chronomancy | 20.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Hymns | 15.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 20.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Aegis | 10.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Divination | 20.34 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Conditioning | 10.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Fate Weaving | 30.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Ranged Training | 1.34 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 10.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Night | 10.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Chants | 15.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Undead / Manawraith | 15.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Chronomancy / Energy | 20.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Conveyance | 10.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
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 | Chant of Fortitude |
talent | Matter Weaving |
talent | Keen Senses |
talent | Arcane Shield |
talent | Gravity Locus |
talent | Phase Pulse |
talent | Disintegration |
talent | Empower |
talent | Pure Aether |
talent | Contingency |
talent | Hymn Nocturnalist |
talent | Disciple of Dusk |
talent | Energy Decomposition |
talent | Quicken |
talent | Shielding |
talent | Daunting Presence |
talent | Matrix |
talent | Extension |
talent | Quicken Spells |
talent | Essence of Speed |
talent | Premonition |
talent | Hymn of Detection |
talent | Arcane Power |
beneficial effect | The target's accuracy and power have been increased by 930. 3 Fateweaver |
beneficial effect | Increases defense by 525. Mobile Defense |
beneficial effect | The target's spellpower has been increased by 150. Spellsurge |
beneficial effect | Reduces cold damage received by 1307%. Premonition Shield |
beneficial effect | Increases attack, spell, and mind speed by 476%. 3 Time Dilation |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 6668, and granting a 1833% chance to ignore critical hits. Precognition |
beneficial effect | Displacing 50% of all damage on to a random enemy. Webs of Fate |
beneficial effect | The target is recovering 24352 life each turn. Recovery |
beneficial effect | The target's defense and saves have been increased by 930. 3 Spin |
beneficial effect | The target is moving is 952% faster. 3 Celerity |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Night (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 90% of the way to your next Rank. You have killed: 85 Uniques 28 Bosses 22 Elite Bosses 23 Veterans 21 Heroics 26 Legends 22 Destroyers 17 Epics 9 Elders 5 Ancients 2 Immortals 4 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 776. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vampire lord fang. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed electric eel tail. Ungrol 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: * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of fire wyrm saliva. | 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 within20 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 | pair of drakeskin leather boots 'Velobredhewyn' (45 def, 5 armour) pair of drakeskin leather boots 'Velobredhewyn' (45 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +15.0% Physical power: +18 (+0 eff.) Armour: +5 Defense: +45 (+1 eff.) Ranged Defense: +16 (+0 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Dex / +41 Mag / +23 Wil / +15 Cun / +22 Con / +14 Lck Changes resistances: +36% temporal / +30% darkness / +9% arcane Changes resistances penetration: +45% physical / +20% darkness / +31% temporal Changes damage: +30% acid / +24% arcane / +36% blight Stealth bonus: +15 Physical save: +50 (+2 eff.) Spell save: +34 (+2 eff.) Mental save: +63 (+3 eff.) Disease immunity: +139% Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +33 (+1 eff.) Spell crit. chance: +4% Lowers spell cool-downs by: 10% Mindpower: +16 (+0 eff.) Movement speed: +20% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 46), putting all charms on cooldown for 1 turns. A pair of boots made of leather. |
Light source | Grinovor the dwarven lantern Grinovor the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +45 Physical power: +4 (+0 eff.) Armour: +4 Defense: +42 (+1 eff.) Damage when hit (Melee): 21 fire Changes stats: +4 Str / +1 Wil / +22 Cun / +11 Con Changes resistances: +20% temporal / +27% darkness / +45% blight / +18% cold / +9% fire / +2% physical Changes resistances penetration: +43% all Changes damage: +15% light Damage affinity(heal): +5% light Reduces incoming crit damage: 10.00% Physical save: +61 (+3 eff.) Spell save: +58 (+3 eff.) Mental save: +94 (+4 eff.) Life regen: +12.50 Maximum life: +10.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Mindpower: +33 (+1 eff.) Mental crit. chance: +34% Light radius: +9 Infravision radius: +26 See invisible: +13 Healing mod.: +25% Defense after a teleport: +39 Resist all after a teleport: +39% New effects duration reduction after a teleport: +55% 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 1 cooldown : Effective talent level: 3.0 Power cost: 1 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 8060.41 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Betunn the Chargeprophet (3 def, 0 armour) Betunn the Chargeprophet (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 24 lightning / 8 blight Changes stats: +17 Mag / +9 Wil / +19 Con Changes resistances: +17% lightning / +8% temporal / +38% darkness / +7% fire / +8% nature / +8% acid / +12% blight / +8% cold / +15% mind / +8% light Changes resistances penetration: +10% darkness Changes damage: +29% acid / +24% fire / +32% darkness / +67% arcane / +6% blight / +30% cold / +19% mind / +24% lightning Physical save: +30 (+1 eff.) Mental save: +19 (+1 eff.) Mana each turn: +0.40 Psi each turn: +0.40 Maximum psi: +40.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Mindpower: +16 (+0 eff.) Mental crit. chance: +9% 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: 101.7 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 315 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 34 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... |
On hands | Faludor (0 def, 24 armour) Faludor (0 def, 24 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+1 eff.) Physical crit. chance: +16.0% Physical power: +16 (+0 eff.) Armour: +24 Armour Hardiness: +7% Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 28 arcane / 8 temporal / 16 mind / 16 darkness Damage (Ranged): 8 temporal Damage when hit (Melee): 4 blight Changes stats: +15 Str / +12 Dex / +23 Mag / +23 Wil / +11 Cun / +9 Con Changes resistances: +7% temporal / +10% darkness / +6% physical / +20% arcane / +18% nature Changes damage: +5% arcane / +5% temporal Grants telepathy: Humanoid/Orc Talent cooldown: Double Strike (-3 turns) Critical mult.: +14.00% Reduces incoming crit damage: 27.00% Physical save: +41 (+2 eff.) Spell save: +14 (+1 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +5% Disarm immunity: +36% Knockback immunity: +5% Life regen: +3.20 Stamina each turn: +1.60 Maximum life: +92.00 Maximum stamina: +32.00 Spell crit. chance: +16% Mindpower: +5 (+0 eff.) Mental crit. chance: +16% Infravision radius: +2 See invisible: +3 When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +3 Crit. chance: +43.0% Attack speed: 83% When this weapon hits: Slumber (20% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (30% chance level 1). When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Battle Shout (20% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Manathrust (40% chance level 12). When this weapon crits: Cripple (40% chance level 1). When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +34 arcane / +9 physical / +8 darkness Burst (radius 2) on crit: +7 arcane It can be used to activate talent Track, placing all other charms into a 1 cooldown : Effective talent level: 50.0 Power cost: 1 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 1150 for 23 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Chamefang the iron pickaxe (dig speed 1 turns) Chamefang the iron pickaxe (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +5 Physical crit. chance: +21.0% Physical power: +6 (+0 eff.) Armour: +9 Defense: +15 (+1 eff.) Changes stats: +15 Str / +2 Dex / +20 Wil / +2 Cun / +3 Con Changes resistances: +18% physical / +6% fire / +11% nature / +13% darkness Changes resistances penetration: +13% physical Changes damage: +6% nature / +12% arcane Damage affinity(heal): +15% darkness Critical mult.: +12.00% Spell save: +6 (+1 eff.) Vim when firing critical spell: +7.00 Spell crit. chance: +7% Lowers spell cool-downs by: 10% Mental crit. chance: +21% Infravision radius: +12 Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vorathra the Shocklash Vorathra the ShocklashPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +67 (+3 eff.) Armour penetration: +13 Physical power: +13 (+0 eff.) Defense: +24 (+1 eff.) Fatigue: -8% Effects on melee hit: * 13% chance to cause random gloom * 23% chance to blind Damage (Melee): 38 light / 16 bleed Effects on ranged hit: * 16% chance to cause random gloom * 22% chance to blind Damage (Ranged): 29 light / 17 bleed Damage when hit (Melee): 28 blight Changes stats: +30 Dex / +8 Mag / +14 Wil / +47 Cun / +18 Con Changes resistances: +32% lightning / +11% nature / +11% blight Changes damage: +22% lightning / +18% arcane / +9% mind / +6% all Maximum encumbrance: +32 Physical save: +28 (+1 eff.) Spell save: +16 (+1 eff.) Poison immunity: +22% Disease immunity: +22% Disarm immunity: +38% Pinning immunity: +38% Stun/Freeze immunity: +38% Knockback immunity: +38% Life regen: +4.30 Mana when firing critical spell: +8.00 Hate when firing a critical mind attack: +3.00 Maximum life: +114.00 Maximum stamina: +28.00 Maximum hate: +11.00 Spellpower: +26 (+1 eff.) Spell crit. chance: +2% Mindpower: +36 (+1 eff.) Movement speed: +19% Healing mod.: +22% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
On fingers | Urilin the gold ring Urilin the gold ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +50 (+2 eff.) Armour penetration: +26 Physical power: +33 (+1 eff.) Armour: +24 Defense: +35 (+1 eff.) Ranged Defense: +9 (+0 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +30 Str / +15 Dex / +15 Mag / +35 Wil / +31 Cun / +24 Con Changes resistances: +37% acid / +22% lightning / +8% arcane / +17% fire / +6% nature / +25% cold Changes damage: +12% temporal Mental save: +25 (+1 eff.) Blindness immunity: +10% Poison immunity: +10% Disarm immunity: +74% Confusion immunity: +48% Pinning immunity: +76% Knockback immunity: +73% Life regen: +3.50 Hate when firing a critical mind attack: +3.00 Maximum life: +296.00 Maximum hate: +11.00 Spellpower: +22 (+1 eff.) Mindpower: +22 (+0 eff.) Light radius: +4 Healing mod.: +64% 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 | Emoyalle the stralite amulet Emoyalle the stralite amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +21 (+1 eff.) Armour penetration: +17 Physical crit. chance: +1.0% Physical power: +9 (+0 eff.) Armour: +20 Defense: +31 (+1 eff.) Ranged Defense: +9 (+0 eff.) Fatigue: -34% Effects on melee hit: * 30% chance to disease Changes stats: +11 Str / +43 Dex / +21 Mag / +14 Wil / +35 Cun / +33 Con Changes resistances cap: +10% all Changes resistances penetration: +20% blight / +10% physical Changes damage: +16% temporal / +16% light / +9% blight / +14% darkness / +31% physical Talent masteries: +0.34 Technique / Ranged Training +0.34 Spell / Divination Critical mult.: +17.00% Physical save: +113 (+5 eff.) Spell save: +22 (+1 eff.) Mental save: +35 (+2 eff.) Blindness immunity: +34% Confusion immunity: +22% Life regen: +9.90 Stamina each turn: +3.80 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +70.00 Maximum mana: +46.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +12% Mindpower: +11 (+0 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +30% Combat speed: +10% Amulets can have magical properties. |
In main hand | Hellraider (66.5-93.1 power, 6 apr) Hellraider (66.5-93.1 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 5 Base power: 66.5 - 93.1 Uses stats: 40% Wil, 100% Mag, 100% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Synaptic Static (10% chance level 5). When this weapon hits: Poison Storm (20% chance level 10). When this weapon hits: Rigor Mortis (20% chance level 10). When this weapon hits: Sun Flare (10% chance level 5). Burst (radius 1) on hit: +50 acid / +49 cold / +40 mind Damage conversion: 46% stunning darkness / 24% dreamforge / 50% crippling poison / 22% blinding light When wielded/worn: Physical crit. chance: +11.0% Armour: +23 Armour Hardiness: +20% Damage when hit (Melee): 28 fire Changes stats: +13 Str / +6 Dex / +8 Mag / +2 Wil / +7 Cun Changes resistances: +29% blight / +28% physical / +30% mind / +6% fire Changes resistances penetration: +18% light / +35% darkness / +20% mind / +25% blight / +10% fire / +20% arcane / +39% nature Changes damage: +20% acid / +20% cold / +19% mind / +12% fire Critical mult.: +22.00% Spell save: +20 (+1 eff.) Mental save: +21 (+1 eff.) Knockback immunity: +35% Life regen: +4.00 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +38 Maximum vim: +10.00 Spellpower: +24 (+1 eff.) Spell crit. chance: +50% Healing mod.: +57% Blunt and deadly. |
Around waist | Vorath the Dazzlearc Vorath the DazzlearcPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +18.0% Physical power: +4 (+0 eff.) Armour: +21 Defense: +32 (+1 eff.) Fatigue: -12% Effects on melee hit: * 49% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 8 light Changes stats: +3 Str / +27 Dex / +7 Wil / +27 Cun / +24 Lck Changes resistances: +9% blight / +18% cold / +3% temporal Changes resistances penetration: +15% physical Changes damage: +6% light / +17% physical Reduced damage from: +21% Summoned Critical mult.: +7.00% Trap disarming bonus: +38 Stealth bonus: +34 Maximum encumbrance: +56 Physical save: +51 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +40 (+2 eff.) Blindness immunity: +25% Poison immunity: +5% Cut immunity: +5% Stun/Freeze immunity: +10% Maximum life: +103.00 Spellpower: +8 (+0 eff.) Mental crit. chance: +14% Light radius: +3 Infravision radius: +16 A belt that goes around your waist. |
In off hand | stralite ritual blade 'Thunderorder' (40.5-52.65 power, 18 apr) stralite ritual blade 'Thunderorder' (40.5-52.65 power, 18 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 4 Base power: 40.5 - 52.6 Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * ignites the target, causing fire damage equal to your spellpower per turn for 4 turns * cripple the target * pacifies the target for 4 turns, giving them a chance equal to your spellpower in percent of becoming dazed each turn * blinds the target for 4 turns * curse the target reducing their resistances by a third of your spellpower, for 4 turns * stuns the target for 4 turns * wounds the target * confuses the target with your spellpower as confusion strength for 4 turns * corrodes the target, reducing their accuracy, defense and armour by half your spellpower, 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 * shrouds the target in darkness, reducing their light radius by 4 and reducing their darkness resistance by your spellpower, for 4 turns Damage Shield penetration (this weapon only): +40% Damage conversion: 21% nature / 20% temporal / 21% blinding physical / 21% light When wielded/worn: Armour penetration: +9 Physical crit. chance: +19.0% Physical power: +10 (+0 eff.) Effects on melee hit: * 54% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances penetration: +30% lightning / +15% darkness / +15% fire / +30% acid / +26% physical / +15% blight / +15% light / +30% mind / +15% arcane Changes damage: +9% lightning / +25% physical / +15% light / +14% temporal / +15% nature / +18% arcane Reduces incoming crit damage: 27.00% Vim when firing critical spell: +4.00 Spell crit. chance: +8% Light radius: +1 Infravision radius: +2 See invisible: +6 Life leech chance: +11% Life leech: +11% Talent on hit(spell): Manathrust (110% chance level 43). Sharp, short and deadly. |
Cloak | elven-silk cloak 'Pitchwinnow' (59 def, 13 armour) elven-silk cloak 'Pitchwinnow' (59 def, 13 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +30 Physical power: +6 (+0 eff.) Armour: +13 Defense: +59 (+2 eff.) Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes stats: +20 Str / +20 Dex / +20 Mag / +25 Wil / +16 Cun / +25 Con Changes resistances: +97% darkness Changes resistances penetration: +15% physical / +83% darkness / +15% arcane Changes damage: +101% darkness / +11% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +20.00% Stealth bonus: +85 Physical save: +84 (+4 eff.) Spell save: +27 (+2 eff.) Mental save: +25 (+1 eff.) Stamina each turn: +1.20 Mana each turn: -0.60 Maximum life: +110.00 Maximum mana: +246.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +6% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Sootidol the silk robe (15 def, 12 armour) Sootidol the silk robe (15 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +12 Defense: +15 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 4 temporal Changes stats: +33 Mag / +6 Wil / +10 Cun Changes resistances: +27% acid / +19% darkness / +13% light / +28% lightning Changes resistances penetration: +41% temporal / +26% physical / +10% darkness / +16% mind Changes damage: +18% acid / +34% physical / +50% light / +21% lightning / +41% darkness / +34% temporal / +17% mind / +16% all Physical save: +27 (+1 eff.) Spell save: +27 (+2 eff.) Silence immunity: +44% Psi each turn: +0.63 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +62.00 Maximum psi: +34.00 Spellpower: +59 (+2 eff.) Spell crit. chance: +23% Mindpower: +9 (+0 eff.) Mental crit. chance: +5% Light radius: +4 Reduces paradox anomalies(equivalent to willpower): +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. Betedatira the steel amuletBetedatira the steel amulet Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Physical power: +6 (+0 eff.) Armour: +20 Defense: +16 (+1 eff.) Fatigue: -44% Damage when hit (Melee): 4 physical Changes stats: +3 Str / +33 Dex / +6 Mag / +10 Wil / +33 Cun / +34 Con Changes resistances: +18% lightning Changes resistances cap: +8% all Changes damage: +18% arcane / +7% physical Talent mastery: +0.22 Cunning / Survival Critical mult.: +24.00% Physical save: +70 (+3 eff.) Spell save: +31 (+2 eff.) Mental save: +39 (+2 eff.) Blindness immunity: +41% Confusion immunity: +16% Stun/Freeze immunity: +28% Teleport immunity: +50% Life regen: +4.70 Stamina each turn: +5.40 Maximum stamina: +15.00 Mindpower: +9 (+0 eff.) Infravision radius: +12 Sight radius: +4 See invisible: +18 Movement speed: +60% 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 43), putting all charms on cooldown for 1 turns. Amulets can have magical properties. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
This item will automatically be transmogrified when you leave the level. Chalador the Sootwing (128-204.8 power, 4 apr)Chalador the Sootwing (128-204.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 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: 128.0 - 204.8 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: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * Random elemental explosion * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +8 darkness / +28 blight / +8 nature Burst (radius 1) on hit: +8 acid / +28 fire When wielded/worn: Accuracy: +59 (+2 eff.) Armour penetration: +62 Physical crit. chance: +82.0% Physical power: +17 (+0 eff.) Damage when hit (Melee): 16 acid / 28 darkness / 8 nature Changes stats: +9 Str / +10 Dex / +10 Con Changes resistances: +21% temporal Changes resistances penetration: +68% acid / +62% physical / +68% cold / +71% lightning / +71% fire Changes damage: +41% physical / +15% temporal Critical mult.: +28.00% Disease immunity: +42% Disarm immunity: +34% Stamina when hit: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel greatsword of phasing (33.5-53.6 power, 18 apr)elemental dwarven-steel greatsword of phasing (33.5-53.6 power, 18 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +56% When wielded/worn: Changes resistances penetration: +19% acid / +19% fire / +16% cold / +19% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. TaintwellTaintwell Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 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: 143% Firing range: +10 When this weapon hits: Arcane Vortex (20% chance level 6). When this weapon hits: Shoot (30% chance level 3). Travel speed: +200% Damage (Ranged): +17 cold When wielded/worn: Accuracy: +79 (+3 eff.) Physical crit. chance: +57.0% Defense: +2 (+0 eff.) Fatigue: -4% Changes stats: +26 Dex / +17 Mag / +3 Cun Changes resistances: +6% nature Changes resistances penetration: +68% temporal / +164% physical Changes damage: +136% physical / +99% temporal / +30% arcane / +23% cold Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Talents cooldown: Pin Down (-1 turn) Arrow Stitching (-4 turns) Fragmentation Shot (-2 turns) Maximum encumbrance: +10 Spell save: +9 (+1 eff.) Knockback immunity: +5% Spellpower: +32 (+1 eff.) Damage Shield penetration: +54% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. throat-seeking ash longbow of naturethroat-seeking ash longbow of nature Requires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. 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 On weapon crit: * silences the target Damage (Ranged): +46 nature When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +28% nature Longbows are used to shoot arrows at your foes. |
Paint Stripper (5-6.5 power, 5 apr) Paint Stripper (5-6.5 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 5.0 - 6.5 Uses stats: 40% Wil, 95% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% arcane / +10% acid Changes damage: +10% arcane / +10% acid Spell crit. chance: +3% Mages are strange people. |
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 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. magewarrior's short elm starstaff of dawn (10-12 power, 2 apr, darkness element)magewarrior's short elm starstaff of dawn (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +6.0% Physical power: +7 (+0 eff.) Changes stats: +3 Cun Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +9.00% Maximum pos.energy: +26.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 91% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+0 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 2 power out of 80/80) : Effective talent level: 1.0 Power cost: 2 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 10, doing 2724.18 cold damage and 1034.60 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 17 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. warbringer's steel waraxe of shearing (13.5-18.9 power, 3 apr)warbringer's steel waraxe of shearing (13.5-18.9 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical power: +9 (+0 eff.) Changes stats: +3 Con Changes resistances penetration: +17% physical Changes damage: +9% physical Disarm immunity: +18% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. noble's hardened leather belt of the giantsnoble's hardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Reduced damage from: +33% Summoned Spell save: +11 (+1 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Tarrihad the Undeathwarden (0 def, 10 armour)Tarrihad the Undeathwarden (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: -9% Changes stats: +5 Str Changes resistances: +12% temporal / +18% light / +9% nature Changes resistances penetration: +20% nature / +25% light Changes damage: +9% light / +12% nature Critical mult.: +50.00% Spell save: +117 (+6 eff.) Mental save: +21 (+1 eff.) Equilibrium when hit: +0.32 Maximum psi: +30.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +9% Infravision radius: +3 See invisible: +33 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of Eyal (3 def, 6 armour)cleansing hardened leather armour of Eyal (3 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +16% nature / +16% blight Life regen: +2.70 Maximum life: +64.00 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Eclipsewaker (27 def, 51 armour)Eclipsewaker (27 def, 51 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +51 Defense: +27 (+1 eff.) Fatigue: +27% Effects on melee hit: * 45% chance to inflict 15% damage reduction Damage (Melee): 51 acid / 50 fire Damage when hit (Melee): 39 acid / 39 fire / 24 mind / 29 physical Changes stats: +15 Str / +17 Wil / +20 Cun / +31 Con Changes resistances: +10% lightning / -32% light / +118% fire / +75% acid / +8% physical / +21% darkness / +34% cold / +16% mind / +5% arcane Changes damage: +24% mind Physical save: +37 (+2 eff.) Spell save: +16 (+1 eff.) Mental save: +128 (+5 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum life: +208.00 Maximum hate: +8.00 Mindpower: +16 (+0 eff.) Mental crit. chance: +4% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel shield 'Glimmerstake' (15 def, 8 armour, 94 block)steel shield 'Glimmerstake' (15 def, 8 armour, 94 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +28.0% Physical power: +43 (+1 eff.) Armour: +8 Defense: +15 (+1 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage (Melee): 14 acid Effects when hit in melee: * 42% chance to corrode armour by 30% * 22% chance to blind Damage when hit (Melee): 40 acid / 22 fire / 12 blight Changes stats: +3 Str / +3 Mag / +18 Con Changes resistances: +41% acid / +14% physical / +28% light / +14% darkness / +12% fire / +21% cold / +14% mind / +21% lightning Maximum wards: +9 lightning / +9 temporal / +9 blight / +9 fire / +9 cold Changes resistances penetration: +20% light Talents granted: +2 Block +3 Ward Physical save: +9 (+0 eff.) Mental save: +55 (+2 eff.) Stamina each turn: +0.60 Maximum hate: +10.00 Mental crit. chance: +2% Deflect projectiles away: +10% Handheld deflection devices. |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+1 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 1 power out of 30/30) : Effective talent level: 1.0 Power cost: 1 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 7084.0 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
12 agate 12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
581 alchemist agate 581 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 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. |
23 spinel 23 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (1059 power, based on Willpower), costing 1 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Adulle' alchemist's lamp 'Adulle'Powered by arcane forces Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +21 Defense: +11 (+0 eff.) Damage when hit (Melee): 21 fire Changes stats: +10 Mag / +7 Wil Changes resistances: +11% light / +8% fire Changes resistances penetration: +5% arcane / +20% mind / +22% all Changes damage: +11% darkness Damage affinity(heal): +5% darkness Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Physical save: +16 (+1 eff.) Spell save: +16 (+1 eff.) Mental save: +24 (+1 eff.) Blindness immunity: +70% Confusion immunity: +41% Equilibrium when hit: +0.08 Maximum hate: +4.00 Spellpower: +26 (+1 eff.) Mental crit. chance: +5% Light radius: +29 Infravision radius: +4 See stealth: +48 See invisible: +44 It can be used to activate talent Track, placing all other charms into a 1 cooldown : Effective talent level: 50.0 Power cost: 1 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 1150 for 23 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (30/30) Rod of Annulment (30/30)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 1 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (133/133) Rod of Recall (133/133)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 3 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. quick ash totem of cure ailments [power 1] (1 cooldown)quick ash totem of cure ailments [power 1] (1 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 1 poisons or diseases from a target within range 46 (based on Willpower), putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
15 ametrine 15 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 citrine 15 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kronos the Manawraith Paradox Mage level 91
3rd Mirth 122nd year of Ascendancy at 17:13 see stats
By Kronos the Manawraith Paradox Mage level 113
4th Flare 122nd year of Ascendancy at 09:13 see stats
By Kronos the Manawraith Paradox Mage level 14
76th Pyre 122nd year of Ascendancy at 10:33 see stats
By Kronos the Manawraith Paradox Mage level 46
1st Mirth 122nd year of Ascendancy at 04:00 see stats
By Kronos the Manawraith Paradox Mage level 193
11st Dusk 122nd year of Ascendancy at 21:00 see stats
By Kronos the Manawraith Paradox Mage level 50
1st Mirth 122nd year of Ascendancy at 04:48 see stats
By Kronos the Manawraith Paradox Mage level 200
11st Dusk 122nd year of Ascendancy at 23:52 see stats
By Kronos the Manawraith Paradox Mage level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Kronos the Manawraith Paradox Mage level 20
78th Pyre 122nd year of Ascendancy at 02:26 see stats
By Kronos the Manawraith Paradox Mage level 30
1st Mirth 122nd year of Ascendancy at 00:46 see stats
By Kronos the Manawraith Paradox Mage level 40
1st Mirth 122nd year of Ascendancy at 02:55 see stats
By Kronos the Manawraith Paradox Mage level 50
1st Mirth 122nd year of Ascendancy at 04:48 see stats
By Kronos the Manawraith Paradox Mage level 14
74th Pyre 122nd year of Ascendancy at 17:44 see stats
By Kronos the Manawraith Paradox Mage level 13
74th Pyre 122nd year of Ascendancy at 16:00 see stats
By Kronos the Manawraith Paradox Mage level 12
74th Pyre 122nd year of Ascendancy at 11:18 see stats
By Kronos the Manawraith Paradox Mage level 200
34th Dusk 122nd year of Ascendancy at 19:36 see stats
By Kronos the Manawraith Paradox Mage level 93
3rd Mirth 122nd year of Ascendancy at 19:17 see stats
By Kronos the Manawraith Paradox Mage level 12
74th Pyre 122nd year of Ascendancy at 11:06 see stats
By Kronos the Manawraith Paradox Mage level 12
74th Pyre 122nd year of Ascendancy at 11:06 see stats
By Kronos the Manawraith Paradox Mage level 200
12nd Dusk 122nd year of Ascendancy at 00:01 see stats
By Kronos the Manawraith Paradox Mage level 35
1st Mirth 122nd year of Ascendancy at 01:48 see stats
By Kronos the Manawraith Paradox Mage level 12
74th Pyre 122nd year of Ascendancy at 11:18 see stats
By Kronos the Manawraith Paradox Mage level 14
76th Pyre 122nd year of Ascendancy at 10:33 see stats
By Kronos the Manawraith Paradox Mage level 14
76th Pyre 122nd year of Ascendancy at 10:33 see stats
Log
Kronos's warp area effect hits Sandworm destroyer for 750844 physical, 189469 temporal, 947321 physical (1887635 total damage).
Kronos's warp area effect hits Sandworm burrower for 0 physical, 0 temporal, 0 physical (0 total damage).
Kronos's warp area effect hits Sandworm burrower for 0 physical, 0 temporal, 0 physical (0 total damage).
Kronos's warp area effect hits Sand-drake for 750844 physical, 189469 temporal, 947321 physical (1887635 total damage).
Kronos's warp area effect hits Sandworm burrower for 0 physical, 0 temporal, 0 physical (0 total damage).
Yvuvena the gigantic gravity worm hits Sandworm destroyer for 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical (59585 total damage).
Yvuvena the gigantic gravity worm slows down.
Glorobeth the sandworm slows down.
Lava floor hits Sandworm destroyer for 17 fire damage.
Lava floor hits Gigantic corrosive tunneler for 20 fire damage.
Yvuvena the gigantic gravity worm hits Sandworm destroyer for 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical, 4020 physical, 538 fire, 5372 physical (39724 total damage).
Kronos casts Echoes From The Past.
Kronos's spell attains critical power!
You collect a new ingredient: sandworm tooth (1).
Kronos casts Manathrust.
Kronos's spell attains critical power!
You collect a new ingredient: sandworm tooth (1).
You collect a new ingredient: sandworm tooth (1).
Golem (servant of Siliwyn the carrion worm mass) slows down.
Kronos is recovering from the damage!
Golem (servant of Siliwyn the carrion worm mass) is not intimidated!
Siliwyn the carrion worm mass's morale has been lowered.
Your Contingency triggered Webs of Fate!
Saving game...