Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Safer Automatic Talents 1.1.5Expands automatic talent usage. Name is a misnomer now, since this is less about safety and more about extended options, but that's what I called it originally, so whatever. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcane and Arcane Disrupting Transmogrification Highlighting 1.2.3Changes the color of the highlight on Arcane and Arcane Disrupting items in the Transmogrification chest. Special thanks to Marson. Wouldn't have been able to get this addon going if it weren't for his help and tips throughout. QuickTome: Orb of Communication 1.3.1 Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Geist Addon Class 1.2.3Adds the very spooky Geists Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. QuickTome: Resource Tweaks 1.3.1 QuickTome: Remove Stat Requirements 1.3.1 Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Items Vault 1.3.0Donators/Buyers bonus! Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Doombringer |
| Level / Exp | 48 / 35% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 78 (base 45) |
| Constitution | 112 (base 60) |
| Magic | 84 (base 60) |
| Willpower | 52 (base 12) |
| Cunning | 86 (base 60) |
Resources
| Mana | 347/347 |
| Psi | 142/142 |
| Vim | 223/223 |
| Life | 2384/2384 |
| Stamina | 306/306 |
| Healing Factor | 1.12 |
| Regeneration | 4.2 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 249 |
| Accuracy | 69 |
| Crit Chance | 93% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71.184101241451 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.6 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 66.723073231957 (30%) |
| Defense | 33.3 |
| Ranged Defense | 36.3 |
| Fatigue | 0 |
| Physical Save | 71.94375 |
| Spell Save | 64.95625 |
| Mental Save | 59.508333333333 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 48% |
| Teleport Resistance | 10% |
| Blind Resistance | 5% |
| Silence Resistance | 67% |
| Bleed Resistance | 10% |
| Pinning Resistance | 10% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 10 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. |
Class Talents
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Wrath | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Arcane Shield |
| talent | Flame of Urh'Rok |
| talent | Inner Power |
| talent | Abyssal Shield |
| talent | Shock Hands |
| talent | Shielding |
| talent | Arcane Combat |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the lone alchemist from death by Lisyra the forest troll. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Constitution by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Constitution by +2. | done |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed bear paw. * You've found the needed electric eel tail. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Arcwitch the pair of hardened leather boots (0 def, 3 armour) Arcwitch the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 15% chance to corrode armour * 41% chance to daze Damage when hit (Melee): 12 mind / 4 lightning Changes stats: +13 Str / +9 Con Changes resistances: +12% lightning Changes resistances penetration: +5% acid Changes damage: +6% acid / +16% physical Maximum encumbrance: +35 Physical save: +22 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Silence immunity: +35% Confusion immunity: +35% Stun/Freeze immunity: +31% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Light source | brass lantern 'Charuithad' brass lantern 'Charuithad'Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 13 fire Changes stats: +4 Mag Changes resistances: +6% fire Maximum encumbrance: +20 Spell save: +25 (+6 eff.) Mental save: +3 (+1 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Spellpower: +8 (+2 eff.) Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Puswreck (0 def, 4 armour) Puswreck (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 40% Changes stats: +19 Str / +13 Dex / +7 Wil Changes resistances: +10% blight / +9% nature / +3% light Changes resistances penetration: +5% light Changes damage: +12% nature / +3% light Mental save: +8 (+2 eff.) Stamina when hit: +1.80 Equilibrium when hit: +1.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Emelytira the Burnhunt [power 112] (3/62 cooldown) Emelytira the Burnhunt [power 112] (3/62 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +3% temporal / +30% fire Changes resistances penetration: +15% fire Changes damage: +6% temporal Talent cooldown: Silence (+10 turn) Talent granted: +7 Silence It can be used to teleport randomly (rad 112), putting all charms on cooldown for 62 turns. When used: 100% chance to regenerate 23 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Smolderslicer the copper ring Smolderslicer the copper ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom * 40% chance to gain 10% of a turn Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +3 Wil / +1 Cun / +5 Con Changes resistances: +15% fire Changes resistances penetration: +5% fire Changes damage: +3% fire / +3% temporal Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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 38%. Rings can have magical properties. |
| On fingers | Dazzleobsidian DazzleobsidianPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +9 Mag / +15 Wil / +7 Cun / +9 Con Changes resistances penetration: +10% light Silence immunity: +32% Stun/Freeze immunity: +32% Life regen: +2.20 Mana each turn: +0.28 Spellpower: +8 (+2 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +1 Rings can have magical properties. |
| Around waist | hardened leather belt 'Xanethra' hardened leather belt 'Xanethra'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +10 (+5 eff.) Fatigue: -8% Effects on melee hit: * 10% chance to disease Changes stats: +11 Dex / +10 Cun / +7 Lck Changes resistances: +18% blight Changes damage: +3% temporal Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Trap disarming bonus: +18 Stealth bonus: +11 Maximum encumbrance: +36 Physical save: +18 (+4 eff.) Mental crit. chance: +11% Infravision radius: +5 A belt that goes around your waist. |
| In main hand | stralite battleaxe 'Scabwyrd' (172% power, 3 apr) stralite battleaxe 'Scabwyrd' (172% power, 3 apr)Requires: Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 173% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +19 darkness / +4 nature Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +35 ice / +8 nature Damage against: +20% Living When wielded/worn: Physical crit. chance: +19.0% Physical power: +13 (+2 eff.) Armour: +19 Changes stats: +9 Con Changes resistances penetration: +13% physical / +17% cold Changes damage: +9% nature Critical mult.: +5.00% Spell save: +20 (+5 eff.) Disarm immunity: +25% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
| On hands | Betyldata the iron gauntlets (0 def, 1 armour) Betyldata the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +7 (+1 eff.) Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Mag Changes resistances: +9% darkness / +5% arcane Changes damage: +5% arcane Stun/Freeze immunity: +15% Teleport immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | prismatic hardened leather armour of the deep (3 def, 9 armour) prismatic hardened leather armour of the deep (3 def, 9 armour)Requires: Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +7% acid / +5% cold / +12% light / +13% darkness Allows you to breathe in: water A suit of armour made of leather. |
| Cloak | Brightbane (7 def, 0 armour) Brightbane (7 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Ranged Defense: +6 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +2 Str / +2 Mag / +2 Wil / +2 Con Changes resistances: +10% blight / +11% nature / +3% mind Changes damage: +3% light Physical save: +10 (+2 eff.) Blindness immunity: +5% Cut immunity: +10% Life regen: +1.30 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Isiwen' copper amulet 'Isiwen'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Wil / +3 Con Changes resistances: +3% nature / +3% darkness Mental save: +6 (+2 eff.) Confusion immunity: +13% Pinning immunity: +10% Stun/Freeze immunity: +15% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 487 over 5 turns) regeneration infusion of the psychic (heal 487 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 467 over 5 turns) regeneration infusion of the sneak (heal 467 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 480 over 5 turns) regeneration infusion of the warrior (heal 480 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 480 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 18%; cure mental, physical) wild infusion of the duelist (resist 18%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 or physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (191 acid damage; dur 5; apply 60) acid wave rune of the wizard (191 acid damage; dur 5; apply 60)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 190.59 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 60. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (264 fire damage) heat beam rune of the duelist (264 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 264.12 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 284 for 4 turns) shielding rune of the duelist (absorb 284 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 284 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 416 for 3 turns) shielding rune of the sneak (absorb 416 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 318 for 3 turns) shielding rune of the wizard (absorb 318 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 318 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful copper amulet of cunning (+2) restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun Life regen: +1.00 Amulets can have magical properties. |
Blazesting BlazestingInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +12 (+6 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +5 Cun Changes resistances: +9% light / +17% blight / +33% cold / +11% nature / +12% fire Changes resistances penetration: +10% fire Changes damage: +15% cold Physical save: +14 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +15 (+4 eff.) Poison immunity: +19% Disease immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Bleakbraze BleakbrazePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 lightning Changes resistances: +12% darkness Changes damage: +3% darkness / +6% lightning Blindness immunity: +25% Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +23% Maximum life: +23.00 Infravision radius: +4 See stealth: +7 See invisible: +8 Rings can have magical properties. |
Eilineyamina the copper ring Eilineyamina the copper ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +6 Fatigue: -14% Damage when hit (Melee): 4 arcane Changes stats: +3 Str Changes resistances: +22% fire / +11% mind / +5% arcane Changes damage: +11% fire / +11% mind / +9% physical Physical save: +10 (+2 eff.) Life regen: +0.20 Rings can have magical properties. |
Heatvagrant HeatvagrantCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +5 Str / +5 Con Changes resistances: +11% mind / +6% darkness Changes resistances penetration: +5% darkness / +5% fire Changes damage: +9% fire / +11% mind / +9% darkness Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +26.00 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
psionicist's copper ring of lightning (+20%) psionicist's copper ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 (+2 eff.) Rings can have magical properties. |
savior's steel ring of the mind (+10%) savior's steel ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
Shimmerbringer the iron battleaxe (109% power, 1 apr) Shimmerbringer the iron battleaxe (109% power, 1 apr)Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 109% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +12 cold When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +3 Wil Changes resistances: +6% lightning Changes resistances penetration: +12% acid / +12% fire / +13% lightning / +12% cold Changes damage: +9% physical Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Stamina when hit: +0.98 Infravision radius: +2 Massive two-handed battleaxes. |
Zubiriathra the Purebraze (110% power, 1 apr) =fpen= Zubiriathra the Purebraze (110% power, 1 apr) =fpen=Requires: Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 110% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +4 nature Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid / +9 fire When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +10% nature / +10% fire Changes damage: +3% acid Global speed: +3% Massive two-handed battleaxes. |
Adybrebeth (167% power, 3 apr) Adybrebeth (167% power, 3 apr)Requires: Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 20% chance to cause random gloom * 33% chance to corrode armour Damage (Melee): +21 mind When wielded/worn: Accuracy: +46 (+11 eff.) Defense: +35 (+14 eff.) Damage when hit (Melee): 12 arcane Changes stats: +9 Dex Changes resistances penetration: +19% acid / +5% arcane Changes damage: +15% arcane Spell save: +3 (+1 eff.) Disarm immunity: +104% Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+0 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
Kheleblek the Shadowbreacher (151% power, 2 apr) Kheleblek the Shadowbreacher (151% power, 2 apr)Requires: Infused by nature Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom * 40% chance to disease * 26% chance to daze * 20% chance to torment the target Damage (Melee): +19 mind Burst (radius 2) on crit: +8 blight When wielded/worn: Changes stats: +2 Str / +5 Dex / +3 Mag / +8 Wil / +7 Cun / +5 Con Changes resistances: +3% darkness Changes resistances penetration: +12% lightning / +12% mind / +18% darkness Changes damage: +9% darkness / +3% blight Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +24 dazing lightning When wielded/worn: Changes stats: +2 Str / +6 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con Changes damage: +8% lightning Opal: Lightning It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron greatsword of phasing (116% power, 10 apr) iron greatsword of phasing (116% power, 10 apr)Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 116% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Massive two-handed swords. |
stralite longsword of shearing (143% power, 5 apr) stralite longsword of shearing (143% power, 5 apr)Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Changes resistances penetration: +11% physical Changes damage: +8% physical Sharp, long, and deadly. |
stralite longsword of the mystic (140% power, 5 apr) stralite longsword of the mystic (140% power, 5 apr)Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +7 (+2 eff.) Sharp, long, and deadly. |
Daimegafast (132% power, 4 apr) Daimegafast (132% power, 4 apr)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +20 darkness Damage against: +26% Living When wielded/worn: Physical crit. chance: +20.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 4 arcane / 4 blight Changes resistances penetration: +12% acid / +15% blight / +9% fire / +13% cold / +12% lightning Changes damage: +9% arcane Maximum mana: +100.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun mace of torment (155% power, 6 apr)acidic voratun mace of torment (155% power, 6 apr) Requires: Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +17 acid When wielded/worn: Changes resistances penetration: +14% mind / +12% darkness Blunt and deadly. |
insidious voratun mace of erosion (155% power, 6 apr) insidious voratun mace of erosion (155% power, 6 apr)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +60 insidious poison / +9 temporal / +15 nature Blunt and deadly. |
iron mace 'Lightningpassion' (108% power, 2 apr) =fpen= iron mace 'Lightningpassion' (108% power, 2 apr) =fpen=Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 mind Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Fatigue: -4% Changes stats: +3 Dex / +1 Con Changes resistances penetration: +5% lightning / +6% fire Global speed: +2% Healing mod.: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
absorbing living mindstar of flames (111% power, 40 apr, mind damage) absorbing living mindstar of flames (111% power, 40 apr, mind damage)Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +15% lightning / +28% fire / +12% cold Changes resistances penetration: +13% fire Changes damage: +9% fire Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +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. |
gifted living mindstar of sand (115% power, 40 apr, nature damage) gifted living mindstar of sand (115% power, 40 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 physical Changes resistances: +15% physical Changes resistances penetration: +16% physical Changes damage: +17% physical Mindpower: +22 (+7 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
wyrm's living mindstar of flames (114% power, 40 apr, nature damage) wyrm's living mindstar of flames (114% power, 40 apr, nature damage)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning / 7 physical / 26 fire / 8 acid / 9 cold Changes resistances: +7% lightning / +8% physical / +8% cold / +17% fire / +7% acid Changes resistances penetration: +15% fire Changes damage: +15% fire Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +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. swiftstrike cured leather sling of true flightswiftstrike cured leather sling of true flight Requires: - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +8 Travel speed: +200% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +8.0% Slings are used to hurl stones or metal shots at your foes. |
cruel ash magestaff of illumination (111% power, 3 apr, physical damage) cruel ash magestaff of illumination (111% power, 3 apr, physical damage)Requires: Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 88.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of fate (129% power, 5 apr, physical damage) cruel elven-wood magestaff of fate (129% power, 5 apr, physical damage)Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +11 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of wizardry (129% power, 5 apr, physical damage) infernal elven-wood starstaff of wizardry (129% power, 5 apr, physical damage)Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 26 fire Changes stats: +5 Mag / +3 Wil Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +28.00% Maximum mana: +90.00 Spellpower: +30 (+8 eff.) Spell crit. chance: +4% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of fate (100% power, 2 apr, physical damage) shimmering elm magestaff of fate (100% power, 2 apr, physical damage)Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Mana each turn: +0.10 Maximum mana: +33.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Baranaridor the Flashnoon (102% power, 2 apr) Baranaridor the Flashnoon (102% power, 2 apr)Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * Random elemental explosion Damage (Melee): +7 temporal / +4 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 7 temporal Changes stats: +2 Str Changes resistances: +7% temporal Changes resistances penetration: +9% acid / +9% cold / +8% fire / +15% mind / +9% lightning Changes damage: +3% mind / +7% physical Stamina when hit: +0.70 One-handed war axes. |
Emelith EmelithPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Changes resistances: +3% acid / +3% nature / +6% lightning Changes resistances penetration: +5% arcane Maximum encumbrance: +25 Physical save: +9 (+2 eff.) Spell save: +20 (+5 eff.) Mental save: +10 (+3 eff.) Poison immunity: +10% Mana each turn: +0.17 Maximum mana: +27.00 Spellpower: +4 (+1 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthuzor the linen robe (0 def, 0 armour) Arthuzor the linen robe (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +18% fire Changes damage: +7% all / +12% fire Critical mult.: +5.00% Mental save: +17 (+4 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -60.00 life Spellpower: +11 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+15%) (0 def, 0 armour) linen robe of fire (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+15%) (0 def, 0 armour) linen robe of fire (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of the mountain (+11%) (0 def, 0 armour) mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Mental save: +16 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of rough leather boots (0 def, 1 armour) blood-soaked pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Torchslicer the iron gauntlets (0 def, 1 armour) Torchslicer the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +2 Cun / +1 Mag Changes resistances: +6% light / +6% darkness Changes damage: +3% fire / +12% temporal Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +24% Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 78.33 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Xanurida (0 def, 2 armour) Xanurida (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 20 mind Changes stats: +4 Mag Changes resistances penetration: +5% mind Changes damage: +6% arcane / +3% mind Mana each turn: +0.47 Spellpower: +13 (+3 eff.) Spell crit. chance: +12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gelerin the iron helm (0 def, 5 armour) Gelerin the iron helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +6 Dex / +2 Con Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +5% arcane / +10% mind Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning Psi each turn: +0.11 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
shielding linen wizard hat (1 def, 0 armour) shielding linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of fire resistance (2 def, 16 armour)impenetrable steel mail armour of fire resistance (2 def, 16 armour) Requires: - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +21% fire A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Aruwyn' (29 def, 23 armour) drakeskin leather armour 'Aruwyn' (29 def, 23 armour)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +29 (+12 eff.) Ranged Defense: +14 (+6 eff.) Fatigue: +8% Damage (Melee): 10 arcane Damage (Ranged): 9 arcane Changes stats: +7 Dex / +9 Cun Changes resistances: +20% arcane / +3% mind Changes damage: +6% arcane Spell save: +42 (+10 eff.) Mental save: +19 (+5 eff.) Pinning immunity: +10% Mana each turn: +0.40 Spellpower: +23 (+6 eff.) Infravision radius: +1 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of leather. |
rough leather armour of the void (1 def, 2 armour) rough leather armour of the void (1 def, 2 armour)Requires: Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 5 darkness Damage (Ranged): 6 darkness Changes resistances: +10% darkness / +10% temporal Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
spiked rough leather armour of lightning resistance (1 def, 2 armour) spiked rough leather armour of lightning resistance (1 def, 2 armour)Requires: Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel shield of crushing (8 def, 2 armour, 76.5 block)corrosive dwarven-steel shield of crushing (8 def, 2 armour, 76.5 block) Requires: - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 14% chance to corrode armour Changes stats: +4 Con Changes resistances: +16% acid Talent granted: +3 Block Handheld deflection devices. |
10 agate 10 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. |
901 alchemist agate 901 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 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 (109 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. |
stralite torque of psychoportation 'Vilewild' [power 49] (3/30 cooldown) stralite torque of psychoportation 'Vilewild' [power 49] (3/30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Maximum wards: +3 physical / +4 mind / +3 darkness Changes resistances penetration: +15% nature Changes damage: +9% lightning / +6% nature / +12% arcane Talent cooldown: Silence (+10 turn) Talents granted: +1 Ward +7 Silence It can be used to teleport randomly (rad 49), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
Arthudor the Flarespar [power 193] (3/14 cooldown) Arthudor the Flarespar [power 193] (3/14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +9% nature Changes damage: +6% fire Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Void Blast +3 Strike Poison immunity: +5% Only die when reaching: -40.00 life It can be used to fire a bolt of a random element (dam 96-193), putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
13 ametrine 13 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. |
7 citrine 7 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. |
8 zircon 8 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
Fear me not! (Uniques)
Survived the Fearscape!By Doombringer DCC the Dwarf Doombringer level 18
3rd Profit 122nd year of Ascendancy at 12:21 see stats
Hell has no fury like a demon scorned! (Uniques)
Escaped the Searing Halls.By Doombringer DCC the Dwarf Doombringer level 7
20th Voratun 122nd year of Ascendancy at 13:00 see stats
Level 10 (Uniques)
Got a character to level 10.By Doombringer DCC the Dwarf Doombringer level 10
26th Voratun 122nd year of Ascendancy at 03:37 see stats
Level 20 (Uniques)
Got a character to level 20.By Doombringer DCC the Dwarf Doombringer level 20
13rd Profit 122nd year of Ascendancy at 05:51 see stats
Level 30 (Uniques)
Got a character to level 30.By Doombringer DCC the Dwarf Doombringer level 30
24th Profit 122nd year of Ascendancy at 15:57 see stats
Level 40 (Uniques)
Got a character to level 40.By Doombringer DCC the Dwarf Doombringer level 40
28th Profit 122nd year of Ascendancy at 03:30 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Doombringer DCC the Dwarf Doombringer level 36
26th Profit 122nd year of Ascendancy at 20:35 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Doombringer DCC the Dwarf Doombringer level 31
25th Profit 122nd year of Ascendancy at 03:37 see stats
The Arena (Uniques)
Unlocked Arena mode.By Doombringer DCC the Dwarf Doombringer level 8
24th Voratun 122nd year of Ascendancy at 21:02 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Doombringer DCC the Dwarf Doombringer level 42
31st Profit 122nd year of Ascendancy at 00:29 see stats
The secret city (Uniques)
Discovered the truth about mages.By Doombringer DCC the Dwarf Doombringer level 20
15th Profit 122nd year of Ascendancy at 04:50 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Doombringer DCC the Dwarf Doombringer level 19
8th Profit 122nd year of Ascendancy at 15:59 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Doombringer DCC the Dwarf Doombringer level 17
2nd Profit 122nd year of Ascendancy at 00:07 see stats
Log
Doombringer DCC picks up (0.): impenetrable steel mail armour of fire resistance (2 def, 16 armour).
Doombringer DCC picks up (6.): corrosive dwarven-steel shield of crushing (8 def, 2 armour, 76.5 block).
Doombringer DCC picks up (B.): acidic voratun mace of torment (155% power, 6 apr).
Eilinethra the giant eel's creeping dark hits Doombringer DCC for 7 darkness damage.
Doombringer DCC is no longer panicked
Talent Draining Assault is ready to use.
Resting starts...
Doombringer DCC is no longer transformed.
Talent Burning Sacrifice is ready to use.
Doombringer DCC's is no longer blazing.
Doombringer DCC is no longer surging arcane power.
Talent Rush is ready to use.
Talent Obliterating Smash is ready to use.
Talent Destroyer is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).
Doombringer DCC wears: Emelytira the Burnhunt [power 112] (62 cooldown).
Doombringer DCC deactivates Inner Power.
Doombringer DCC deactivates Arcane Feed.
Doombringer DCC deactivates Fiery Hands.
Doombringer DCC deactivates Shock Hands.
Doombringer DCC deactivates Flame of Urh'Rok.
Doombringer DCC deactivates Arcane Shield.
Doombringer DCC deactivates Shielding.
Doombringer DCC deactivates Abyssal Shield.
Doombringer DCC deactivates Arcane Combat.
