












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Stats uncapper for Infinite Dungeon 1.7.4 White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". Disable Challenge 1.7.6Disable Pacifist and Headhunter challenges. No Talent Stat Requirements 1.7.6Removes talent stat requirements Unlock Adventurer Class 1.5.5Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine). Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Portable Item Vault 1.7.4Add a portable item vault to your inventory! Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Very Crafty Hands 1.7.4Changes the Crafty Hands prodigy to allow imbuing into any item. This is probably not balanced at all and just exists as a proof of concept. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Ambush Escape 1.7.0Gives the player an option to escape the orc ambush without fighting. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Long Range Bows 1.7.6Increase range of all Bows to 11 grids. More Ammo 1.7.6Sets ammo capacity to 99 (v1) or 999 (v2). Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Brawling Adventurer 1.0.4Allows the adventurer class to have the proper combat speed when using gloves/gauntlets. Also adds a set of leather gloves to inventory at birth. Speedy 1.7.6More Speed! Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Berserker gets thuggery 1.7.6Berserker starts with the thuggery category. Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Long Range Slings 1.7.6Makes all sling ranges longer. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Steel Monk Evolution for Brawler (Cider Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
| Campaign | Infinite |
| Mode | Easy Exploration |
| Sex | Male |
| Race | Battleborn |
| Class | Adventurer (Avatar of a Distant Sun) |
| Level / Exp | 4000 / 0% |
| Size | huge |
| Lifes / Deaths | Killed by Mirror Challenge of legolas at level 4000 on the 4th Mirth 122nd year of Ascendancy at 09:35 / 1 |
Primary Stats
| Strength | 346 (base 94) |
| Dexterity | 466 (base 432) |
| Constitution | 490 (base 12) |
| Magic | 127 (base 125) |
| Willpower | 118 (base 111) |
| Cunning | 178 (base 164) |
Resources
| Life | 2515984/2516016 |
| Mana | 24634/24634 |
| Stamina | 12245/12245 |
| Healing Factor | 1.1772949853438 |
| Regeneration | 189.19211582954 |
Speed
| Mental | +116.01216758131% |
| Attack | +27% |
| Movement | +83.9999847421% |
| Spell | +27% |
| Global | +199.01216758132% |
Vision
| Sight | 18 |
| Lite | 10012 |
| Infravision | 63 |
| See Stealth | 79.917722892802 |
| See Invisible | 79.917722892808 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 457 |
| Accuracy | 270 |
| Crit Chance | 226% |
| APR | 240 |
| Speed | 0.46 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 1555 |
| Accuracy | 271 |
| Crit Chance | 212% |
| APR | 227 |
| Speed | 0.37 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 100% |
| Speed | 0.78740157480315 |
Offense: Mind
| Mindpower | 114 |
| Crit Chance | 100% |
| Speed | 0.78740157480315 |
Offense: Damage Bonus
| Acid | +193% |
| Blight | +175% |
| Physical | +216% |
| Cold | +199% |
| All | +166% |
| Darkness | +190% |
| Light | +187% |
| Temporal | +181% |
| Fire | +217% |
| Mind | +181% |
Offense: Damage Penetration
| Acid | +7% |
| Light | +15% |
| Nature | +10% |
| Blight | +7% |
| Physical | +102% |
| Fire | 0% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 1184.6578525168 (100%) |
| Defense | 188 |
| Ranged Defense | 188 |
| Fatigue | 0 |
| Physical Save | 170 |
| Spell Save | 163 |
| Mental Save | 93 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +325%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Mind | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Pinning Resistance | 92% |
| Silence Resistance | 99% |
| Confusion Resistance | 100% |
| Fear Resistance | 99% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 98% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery - bows | 1.70 |
| 400 |
| 100 |
| 100 |
| 100 |
| Technique / Combat techniques | 1.70 |
| 40 |
| 0 |
| 0 |
| 0 |
| Technique / Munitions | 1.60 |
| 100 |
| 100 |
| 100 |
| 100 |
| Technique / Archery training | 1.60 |
| 300 |
| 300 |
| 300 |
| 300 |
| Technique / Pugilism | 1.70 |
| 100 |
| 100 |
| 100 |
| 100 |
| Technique / Combat veteran | 1.70 |
| 300 |
| 100 |
| 100 |
| 300 |
| Spell / Earth | 1.00 |
| 100 |
| 0 |
| 0 |
| 0 |
| Technique / Archery prowess | 1.60 |
| 300 |
| 300 |
| 300 |
| 160 |
| Technique / Dual weapons | 1.70 |
| 100 |
| 100 |
| 100 |
| 100 |
| Technique / Shield offense | 1.70 |
| 100 |
| 100 |
| 100 |
| 100 |
| Technique / Shield defense | 2.10 |
| 100 |
| 100 |
| 100 |
| 0 |
| Technique / Sniper | 1.60 |
| 230 |
| 300 |
| 400 |
| 400 |
| Technique / Reflexes | 1.60 |
| 20 |
| 500 |
| 0 |
| 0 |
| Technique / Marksmanship | 1.60 |
| 500 |
| 200 |
| 90 |
| 200 |
Generic Talents
| Technique / Unarmed training | 1.70 |
| 100 |
| 100 |
| 10 |
| 90 |
| Technique / Combat training | 1.60 |
| 300 |
| 5 |
| 300 |
| 400 |
| 200 |
| 0 |
| 400 |
| Race / Battleborn | 1.40 |
| 310 |
| 300 |
| 200 |
| 350 |
| Cunning / Survival | 1.40 |
| 200 |
| 200 |
| 200 |
| 200 |
| Technique / Conditioning | 1.70 |
| 200 |
| 240 |
| 0 |
| 0 |
| Technique / Mobility | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Piercing Ammunition |
| talent | Striking Stance |
| talent | Shield Wall |
| talent | Concealment |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target is concealed, increasing sight and attack range by 8 and chance to avoid damage by 72%. Concealment |
Quests
Proceed directly to the next Infinite Dungeon level in less than 284 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (284)Turns left: 66 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 21): MultiplicityTurns left: 19 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 27): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: Random Artifact: Eclipseveil (2 def, 4 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 30): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Lustrefear (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 33): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 37): Rush Hour (185)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 42): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 48): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 50): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): ExterminatorYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 54): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Sunquell (0 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 55): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 56): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): ExterminatorYou completed the challenge and received: Random Artifact: Nithan's Force | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 59): ExterminatorYou completed the challenge and received: Random Artifact: Aroma (73-109 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 60): ExterminatorYou completed the challenge and received: Random Artifact: Shineshear | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 63): Near SightedYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 69): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Layoriwen the dreaming horror'. Infinite Dungeon Challenge (Level 71): Dream HunterYou completed the challenge and received: Random Artifact: Emayamille of clear mind [power 2] (1 cooldown) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 72): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorYou completed the challenge and received: Random Artifact: Wintersweeper (25-40 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 83 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (83)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 82): Near SightedYou completed the challenge and received: Random Artifact: Glacierspiker (13-18 power, 3 apr) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Porodhegavea (20 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +21 Defense: +20 (+2 eff.) Fatigue: -10% Changes stats: +10 Str / +3 Wil / +4 Cun Changes damage: +15% mind / +15% physical Maximum encumbrance: +50 Physical save: +14 (+2 eff.) Psi when hit: +0.40 A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Shadowwisp' (999/999, 76-106 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 76.0 - 106.4 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 999 On weapon hit: * 10% chance to reduce damage dealt by 43% * 20% chance to knock the target back 3 spaces and deal 384 physical damage On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 * Wound the target dealing 799 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +60 physical / +4 darkness Damage (radius 1) on hit: +12 darkness / +23 fire Damage (radius 2) on crit: +12 darkness / +16 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Earogar the PhoenixbearerInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +18 Damage when hit (Melee): 17 mind / 11 fire Changes stats: +7 Dex / +3 Con Changes resistances: +8% mind / +6% physical Changes damage: +9% blight / +27% physical Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | Hailpyre the drakeskin leather gloves (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+1 eff.) Physical power: +30 (+1 eff.) Armour: +9 Changes stats: +6 Dex Changes resistances: +12% cold Mental save: +12 (+3 eff.) Equilibrium when hit: +0.16 Only die when reaching: -40.00 life Mindpower: +25 (+4 eff.) When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 1 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | stralite ring 'Glintrupture'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to reduce damage dealt by 43% Changes resistances: +58% acid / +18% light Changes resistances penetration: +15% light Changes damage: +17% acid / +21% light / +24% darkness Light radius: +3 Rings make your fingers look great! |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | enraging gold amulet of agonyPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Damage when hit (Melee): 10 bleed Changes stats: +8 Con Changes resistances penetration: +7% acid / +7% blight Changes damage: +8% physical Combat speed: +10% Amulets make your neck look great! |
| In main hand | BregyhorRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Attack speed: 100% Firing range: +11 Travel speed: +223% Damage (Ranged): +8 acid / +17 cold When wielded/worn: Ammo reloads per turn: +4 Changes stats: +3 Str / +4 Dex Changes resistances penetration: +68% physical Changes damage: +33% cold Longbows are used to shoot arrows at your foes. |
| Around waist | SmeartyphoonCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+0 eff.) Damage when hit (Melee): 4 nature / 4 fire Changes stats: +2 Wil Changes resistances: +3% fire Changes resistances penetration: +10% nature Spell save: +7 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Size category: +1 A belt that goes around your waist. |
| In off hand | Toridas the Splendoursweep (0 def, 37 armour, 67-81 power, 391.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +391 When wielded/worn: Armour: +37 Fatigue: +8% On shield block: * 20% chance to use Mystical Recovery and lower the cooldown of up to 4 spell, chronomancy, or celestial talent(s). This effect has a 20 turns cooldown. * 20% chance to use Mental Recentering and lower the cooldown of up to 3 wild gift, psionic, or cursed talent(s). This effect has a 20 turns cooldown. Changes stats: +6 Con Changes resistances: +9% light Talent cooldown: Block (-2 turns) Talent granted: +1 Block Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +20% Handheld deflection devices. |
| Cloak | Gydunakath the Radiancefist (2 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +12 Defense: +2 (+0 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +9 (+1 eff.) Only die when reaching: -80.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's drakeskin leather armour of alacrity (23 def, 15 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +23 (+2 eff.) Fatigue: +8% Changes stats: +7 Cun / +5 Dex Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
2 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+1 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Adeba0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 7% chance to reduce armor by 39% Effects on ranged hit: * 7% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane Changes resistances penetration: +25% acid Reduces incoming crit damage: 10.00% Physical save: +8 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +9 (+2 eff.) Rings make your fingers look great! |
Fulelach the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Effects on melee hit: * 15% chance to reduce strength, dexterity, and constitution by 29 Damage (Ranged): 15 entangle Changes stats: +2 Cun / +2 Con Changes resistances: +15% acid / +10% temporal / +12% lightning Physical save: +10 (+1 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Confusion immunity: +23% Teleport immunity: +50% Infravision radius: +6 See stealth: +25 See invisible: +21 Rings make your fingers look great! |
RainwritherCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Damage (Melee): 14 shadowflame Effects on ranged hit: * 14% chance to reduce all saves and defense by 54 Changes resistances: +3% fire Changes resistances penetration: +15% cold Changes damage: +9% cold Maximum encumbrance: +35 Physical save: +17 (+2 eff.) Spell save: +6 (+0 eff.) Mental save: +13 (+3 eff.) Disarm immunity: +20% Confusion immunity: +44% Only die when reaching: -20.00 life Rings make your fingers look great! |
Yvanne the gold ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+1 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 54 Damage (Melee): 20 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 54 Damage (Ranged): 14 physical Changes stats: +3 Cun Changes resistances: +6% temporal Changes resistances penetration: +15% physical Physical save: +8 (+1 eff.) Blindness immunity: +31% Teleport immunity: +28% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spell crit. chance: +2% Infravision radius: +3 See stealth: +8 See invisible: +10 Damage Shield penetration: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 1 cooldown : Effective talent level: 3.9 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 161% weapon damage. If the attack hits, the target will bleed for 305% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +11 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +11 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
dragonbone longbow 'Tundrastreak'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Attack speed: 100% Firing range: +11 On weapon hit: * 20% chance to slow global speed by 84% On weapon crit: * Sunders the enemy's armor for 5 turns. Damage (Ranged): +16 cold Damage (radius 2) on crit: +142 fire When wielded/worn: Changes resistances: +9% cold / +9% fire Changes resistances penetration: +41% fire Global speed: +28% Longbows are used to shoot arrows at your foes. |
Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +11 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 1 power out of 16/16) : Effective talent level: 6.4 Power cost: 1 out of 16/16. Range: 19 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 235% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 1 power out of 30/30) : Effective talent level: 5.2 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Ariratha the elven-silk cloak (3 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +14 Armour: +12 Defense: +3 (+0 eff.) Damage when hit (Melee): 15 cold Changes stats: +5 Str Changes resistances: +6% lightning / +53% cold / +15% temporal Changes resistances penetration: +20% nature / +10% physical Changes damage: +24% nature Critical mult.: +30.00% Stealth bonus: +9 Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelaleg the Dayvortex (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +24% cold / +5% arcane / +20% light Changes damage: +24% mind / +30% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hailwasp the linen cloak (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +4 Physical power: +20 (+1 eff.) Armour: +8 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Dex / +1 Cun Changes resistances: +6% cold Changes resistances penetration: +20% acid Physical save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elirianne the Pyrespike (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +11 Changes resistances: +9% nature / +30% fire Changes resistances penetration: +10% mind Critical mult.: +20.00% Only die when reaching: -82.64 life Infravision radius: +2 A pair of boots made of leather. |
Flashriver the pair of drakeskin leather boots (32 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +32 (+3 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +24% acid / +9% lightning / +6% mind / +9% darkness Changes damage: +12% lightning Life regen: +4.32 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +54.01 It can be used to activate talent Rush, placing all other charms into a 1 cooldown : Effective talent level: 3.4 Power cost: 1 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Glarepiercer (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Changes stats: +4 Str / +4 Mag / +4 Wil / +6 Con Changes resistances penetration: +15% light Changes damage: +6% light / +3% mind Light radius: +1 Infravision radius: +3 See invisible: +12 It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 1 turns. A pair of boots made of leather. |
Rhineg the Murkmight (5 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +13 Defense: +5 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +9% temporal / +5% fire / +9% nature / +8% cold Changes resistances penetration: +10% nature Changes damage: +9% physical A pair of boots made of leather. |
Scorchbliss the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -15% Changes resistances: +6% lightning / +3% fire / +6% darkness / +9% temporal Changes damage: +3% fire Maximum encumbrance: +41 Physical save: +11 (+2 eff.) Spell save: +6 (+0 eff.) Life regen: +9.00 Stamina each turn: +2.00 Healing mod.: +15% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 1 cooldown : Effective talent level: 3.9 Power cost: 1 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 494 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
pair of drakeskin leather boots 'Blindquake' (0 def, 20 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +31 (+1 eff.) Armour: +20 Changes stats: +4 Mag / +6 Wil / +5 Con Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Physical save: +32 (+4 eff.) Mana each turn: +0.60 Only die when reaching: -60.00 life Maximum mana: +46.00 Spell crit. chance: +4% Infravision radius: +3 It can be used to Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids). Activation costs 1 power out of 30/30. A pair of boots made of leather. |
Hailkiss (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): 10 temporal Damage (Ranged): 13 temporal Changes resistances: +7% temporal Changes resistances penetration: +20% mind Changes damage: +3% cold / +3% temporal Critical mult.: +15.00% Mental save: +9 (+2 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shiverbearer (15 def, 14 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +14 Defense: +15 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 cold Changes stats: +5 Dex / +3 Mag Changes resistances penetration: +15% cold Changes damage: +5% arcane When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% Damage (Melee): +5 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the verdant (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +19% blight / +17% darkness / +18% arcane Damage affinity(heal): +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+2 eff.) Mental save: +6 (+1 eff.) Maximum life: +61.00 When used to modify unarmed attacks: Base power: 33.5 - 36.9 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Magmaweeper the hardened leather cap (20 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +1 Con Changes resistances: +15% fire Changes resistances penetration: +25% physical Changes damage: +9% light / +6% physical Maximum stamina: +30.00 Infravision radius: +3 A cap made of leather. |
Shiversever (15 def, 9 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Defense: +15 (+1 eff.) Fatigue: +5% Changes stats: +4 Cun / +4 Wil Changes resistances: +12% acid / +6% fire / +12% light Changes resistances penetration: +15% cold Spell save: +12 (+1 eff.) Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Blazetorrent' (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +3 Physical power: +20 (+1 eff.) Armour: +10 Fatigue: +5% Changes resistances: +6% acid / +6% physical Changes damage: +9% lightning Critical mult.: +10.00% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather armour 'Xulrassra' (45 def, 16 armour)Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +45 (+4 eff.) Fatigue: +8% Changes stats: +2 Str Changes resistances: +13% blight / +15% temporal / +15% darkness / +6% nature Reduced damage from: +14% Undead Physical save: +15 (+2 eff.) Spell save: +9 (+1 eff.) A suit of armour made of leather. |
nimble drakeskin leather armour of alacrity (29 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +29 (+3 eff.) Fatigue: +8% Changes stats: +2 Dex Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Hykath the Blacktorrent (10 def, 23 armour, 52-62 power, 228 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +228 On weapon hit: * 24% chance to reduce damage dealt by 43% Damage (Melee): +26 cold When wielded/worn: Armour: +23 Defense: +10 (+1 eff.) Fatigue: +8% On shield block: * Deals 329 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Wil Changes resistances: +11% acid / +15% temporal / +10% fire / +30% cold / +9% lightning Talent granted: +1 Block Confusion immunity: +24% Maximum life: +20.00 Healing mod.: +5% Handheld deflection devices. |
Tidemalice the voratun shield (0 def, 30 armour, 69-83 power, 252.02156406854 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +252 When wielded/worn: Armour: +30 Fatigue: +8% On shield block: * 26% chance on block to increase the duration of your buffs by 4 (up to double current duration). Changes resistances: +12% lightning / +19% temporal Changes resistances penetration: +31% light / +30% cold Talent granted: +1 Block Reduces incoming crit damage: 19.13% Physical save: +12 (+2 eff.) Maximum life: +181.00 Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-57 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
voratun shield 'Cuthakor' (0 def, 25 armour, 69-82 power, 244 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +244 Damage (Melee): +12 blight Damage (radius 2) on crit: +20 arcane / +17 fire When wielded/worn: Armour: +25 Fatigue: +8% On shield block: * Deals 157 fire and arcane damage to each enemy blocked Changes resistances: +10% fire / +10% arcane / +3% physical Talent granted: +1 Block Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
Emelalranor the Bloombreaker (999/999, 69-97 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 999 On weapon hit: * 20% chance to slow global speed by 84% On weapon crit: * Wound the target dealing 799 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 fire / +12 nature Damage (radius 2) on crit: +20 nature / +20 acid Arrows are used with bows to pierce your foes to death. |
Gabrewe (999/999, 72-100 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 72.0 - 100.8 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +17.0% Capacity: 999 On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 84% * 20% chance to reduce armor by 39% * 20% chance to reduce all saves and defense by 54 On weapon crit: * Wound the target dealing 799 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +20 acid Damage (radius 2) on crit: +20 acid Arrows are used with bows to pierce your foes to death. |
Hathyharalen the Rainsever (999/999, 45-62 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 999 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 570 physical damage On weapon crit: * Wound the target dealing 799 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +17 blight / +16 cold Damage (radius 1) on hit: +8 mind / +16 cold Arrows are used with bows to pierce your foes to death. |
Shinetrencher (999/999, 67-94 power, 37 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 67.5 - 94.5 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +37 Crit. chance: +20.5% Capacity: 999 Travel speed: +400% Damage (Ranged): +16 light Damage (radius 2) on crit: +20 arcane / +20 light Damage against: +11% Undead Arrows are used with bows to pierce your foes to death. |
Shockmark (999/999, 73-102 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 73.5 - 102.9 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 999 On weapon hit: * 23 arcane resource burn * 23% chance to slow global speed by 84% * 20% chance to create vines that bind the target to the ground dealing 384 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 799 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +23 lightning / +32 darkness Damage (radius 2) on crit: +20 lightning Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of daylight (999/999, 62-87 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 62.5 - 87.5 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +17.0% Capacity: 999 On weapon crit: * Wound the target dealing 799 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +27 light Damage against: +42% Undead Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of grasping (999/999, 70-98 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 999 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 384 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 799 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
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. |
2864 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. |
11 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. |
2 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
12 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. |
12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-3 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+0 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Poridabeth the Winterpride (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str Changes resistances: +9% cold / +9% temporal Changes damage: +30% temporal See invisible: +12 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 1 cooldown : Effective talent level: 3.4 Power cost: 1 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +78 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Tulyyagar' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +2 Str / +3 Dex / +3 Wil Changes resistances: +6% darkness / +7% fire Maximum hate: +2.00 Mental crit. chance: +3% Infravision radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
10 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. |
12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 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. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DaydarePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 temporal Changes stats: +2 Str / +2 Mag / +6 Cun Changes resistances: +6% temporal Changes resistances penetration: +10% light / +25% nature Changes damage: +15% light Light radius: +5 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 When carried: Light radius: +9999 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. |
3 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
2 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
2 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2 Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
19 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blazenail (999/999, 77-92 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 77.1 - 92.5 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +18 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 999 Travel speed: +240% Damage (Ranged): +24 lightning / +16 physical Damage (radius 2) on crit: +24 mind When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Kindlepulverizer the pouch of voratun shots (999/999, 52-63 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 999 On weapon hit: * 21% chance to reduce all saves and defense by 54 Damage (Ranged): +20 light / +21 darkness Damage (radius 1) on hit: +21 fire / +21 darkness / +21 mind Damage (radius 2) on crit: +21 fire Damage against: +20% Undead Shots are used with slings to pummel your foes to death. |
Torchbearer (999/999, 53-63 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 999 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 384 physical damage * 20% chance to create vines that bind the target to the ground dealing 384 nature damage and pinning them for 3 turns Damage (Ranged): +12 temporal / +32 physical / +19 nature / +20 fire Damage (radius 1) on hit: +8 acid / +8 fire / +12 temporal Shots are used with slings to pummel your foes to death. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
15 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. |
2 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 1 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
14 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 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
Log
You gain 3.81 gold from the transmogrification of sadistic steel greatsword of erosion (24-39 power, 2 apr).
You gain 5.64 gold from the transmogrification of quick stralite greatsword of erosion (50-80 power, 3 apr).
You gain 6.05 gold from the transmogrification of quick iron greatsword of evisceration (17-28 power, 1 apr).
You gain 3.45 gold from the transmogrification of inquisitor's stralite greatsword of massacre (58-92 power, 3 apr).
You gain 4.45 gold from the transmogrification of inquisitor's dwarven-steel greatmaul of sundering (38-57 power, 14 apr).
You gain 6.40 gold from the transmogrification of caustic steel greatmaul (30-45 power, 2 apr).
You gain 25.00 gold from the transmogrification of Darkslice the voratun greatmaul (63-94 power, 4 apr).
You gain 25.00 gold from the transmogrification of Dairydur (69-104 power, 3 apr).
You gain 18.21 gold from the transmogrification of voratun dagger 'Galeonslaught' (38-49 power, 9 apr).
You gain 4.85 gold from the transmogrification of truestriking iron dagger of sundering (10-13 power, 11 apr).
You gain 3.05 gold from the transmogrification of truestriking iron dagger (10-13 power, 5 apr).
You gain 1.25 gold from the transmogrification of steel dagger of projection (10-13 power, 6 apr).
You gain 3.00 gold from the transmogrification of quick iron dagger of phasing (9-12 power, 13 apr).
You gain 10.31 gold from the transmogrification of inquisitor's voratun dagger of extermination (40-52 power, 9 apr).
You gain 6.91 gold from the transmogrification of elemental stralite dagger of sundering (28-37 power, 18 apr).
You gain 5.91 gold from the transmogrification of arcing dwarven-steel dagger of exorcism (14-18 power, 7 apr).
You gain 25.00 gold from the transmogrification of Aliromihell the Lustrequeen (9-12 power, 5 apr).
You gain 7.58 gold from the transmogrification of plaguebringer's stralite battleaxe of massacre (64-96 power, 3 apr).
You gain 8.00 gold from the transmogrification of solipsist's stralite ring of opulence.
You gain 10.91 gold from the transmogrification of savage's stralite ring of luminosity.
You gain 3.24 gold from the transmogrification of gold ring of pilfering.
You gain 8.60 gold from the transmogrification of warrior's gold amulet of vision.
You gain 3.24 gold from the transmogrification of savior's gold amulet of cunning (+6).
You gain 6.56 gold from the transmogrification of archmage's voratun amulet of magic (+14).
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 66; blocks 6; dur 4; cd 16).
You gain 2.38 gold from the transmogrification of shielding rune (absorb 462; dur 7; cd 16).
You gain 2.37 gold from the transmogrification of blink rune (range 8; phase 27; cd 15).
You gain 1.80 gold from the transmogrification of acid wave rune (damage 457; dur 4; cd 20).
You gain 2.04 gold from the transmogrification of movement infusion of the warrior (speed 1850%; cd 18).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
























































































































































