











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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) Bloodriver Adherent Class 1.7.6Adds some Mage subclasses. Currently, adds the following classes: Bloodriver Adherent --- Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! --- Bloodriver Staffmasters do not attune so much to arcane energies compared to Adherents. Instead, they hone themselves to gain martial prowess. While they don't have easy access to basic element trees compared to Adherents, they have their own unique talents with stronger emphasis on bleed. --- If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodrivers! Best regards, Shad3. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Ashes of Urh'Rok 1.7.4Official 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:
Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steel Drakes 1.7.6Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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. 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. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: magebow class v18 1.3.1Allow Respec Anywhere 1.2.3Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 Lycanthrope class 1.7.6Adds lycanthrope class. 增加了兽血战士职业; Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 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, this version disbles mirror matches. (From Elkan) Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Godling 1.7.6 Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Engineered |
| Class | Adventurer |
| Level / Exp | 64 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by venom drake at level 4 on the 76th Pyre 122nd year of Ascendancy at 01:29 1 / 6Killed by orc necromancer at level 10 on the 8th Mirth 122nd year of Ascendancy at 23:31 Killed by elven tempest at level 14 on the 6th Flare 122nd year of Ascendancy at 22:45 Killed by Layymira the spitting spider at level 19 on the 4th Dusk 122nd year of Ascendancy at 05:12 Killed by Yvavea the orc corruptor at level 43 on the 19th Dusk 122nd year of Ascendancy at 14:24 Killed by Hitsard at level 48 on the 23rd Dusk 122nd year of Ascendancy at 17:18 |
Primary Stats
| Strength | 343 (base 72) |
| Dexterity | 339 (base 60) |
| Constitution | 321 (base 65) |
| Magic | 302 (base 31) |
| Willpower | 279 (base 25) |
| Cunning | 334 (base 72) |
Resources
| Mana | 3425/3425 |
| Equilibrium | 10 |
| Vim | 1388/1388 |
| Life | 4751/4751 |
| Stamina | 1909/1909 |
| Healing Factor | 2.4981796863261 |
| Regeneration | 40.281442360469 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +57.75965887975% |
| Spell | 0% |
| Global | +1160.154674088% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 14 |
| ESP Range | 10.75193177595 |
| ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
| Damage | 341 |
| Accuracy | 151 |
| Crit Chance | 259% |
| APR | 129 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 319 |
| Accuracy | 151 |
| Crit Chance | 260% |
| APR | 147 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 152 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 108 |
| Crit Chance | 98% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +2283% |
| Temporal | +2279% |
| Cold | +2274% |
| Physical | +2273% |
| Fire | +2284% |
| All | +2261% |
Offense: Damage Penetration
| Acid | -7% |
| Temporal | -10% |
| Nature | -5% |
| Fire | +9% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 152.01006987306 (100%) |
| Defense | 94 |
| Ranged Defense | 105 |
| Fatigue | 0 |
| Physical Save | 93 |
| Spell Save | 87 |
| Mental Save | 89 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Mind | + 70%( 70%) |
| All | + 67%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Cold | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Confusion Resistance | 32% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1610 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 373 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Steel drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 6/5 |
| 6/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Battle channeling | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Arcana blood | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Generic Talents
| Race / Omnipotence | 4.20 |
| 6/5 |
| 6/5 |
| 7/6 |
| 7/6 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Inoculation | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Deepsight |
| talent | Precise Strikes |
| talent | Feather Wind |
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Fortress Scales |
| talent | Arcane Feed |
| beneficial effect | The target is surrounded by a magical shield, absorbing 1610/1610 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
| beneficial effect | Grants a +100% damage bonus. Steamroller |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 79. Bloodlust |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 10): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 11): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 13): Near Sighted | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (233)Turns left: 170 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 419 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (419)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 485 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 17): Rush Hour (485)Turns left: 279 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 161 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 18): Rush Hour (161)Turns left: 110 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 20): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 21): Headhunter0 / 4 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 23): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Cyrireth the dreaming horror'. Infinite Dungeon Challenge (Level 24): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Emann the dreaming horror'. Infinite Dungeon Challenge (Level 25): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 113 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 26): Rush Hour (113)Turns left: 87 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 30): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 158 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 31): Rush Hour (158)Turns left: 146 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 32): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 33): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 34): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 36): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Islegavena the dreaming horror'. Infinite Dungeon Challenge (Level 37): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 39): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 377 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (377)Turns left: 294 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 41): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 356 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 42): Rush Hour (356)Turns left: 259 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): 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 44): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 45): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): 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 47): Near SightedYou completed the challenge and received: +3 Stat Points | 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 |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 50): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Aerovea the dreaming horror'. Infinite Dungeon Challenge (Level 51): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 52): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 53): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 54): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 55): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 56): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 58): Headhunter3 / 4 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 59): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorFoes left: 0 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 60): ExterminatorFoes left: 0 | active |
Proceed directly to the next Infinite Dungeon level in less than 155 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 61): Rush Hour (155)Turns left: 146 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 63): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 64): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 65): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 66): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 67): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 68): Headhunter1 / 2 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 69): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 70): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 71): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 72): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 73): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 74): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 86 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 76): Rush Hour (86)Turns left: 77 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 746 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (746)Turns left: 739 You completed the challenge and received: +1 Prodigy Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 78): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 224 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 79): Rush Hour (224)Turns left: 208 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 8): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 80): Headhunter0 / 3 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 81): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 257 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 84): Rush Hour (257)Turns left: 245 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 85): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 209 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (209)Turns left: 124 You completed the challenge and received: +1 Class Point | 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 | Porunne (25 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+2 eff.) Physical crit. chance: +5.0% Armour: +4 Defense: +25 (+5 eff.) Fatigue: +3% Changes stats: +4 Str / +2 Mag Physical save: +15 (+3 eff.) Only die when reaching: -80.00 life Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | wayfinding brass lantern of healthInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +5% mind Maximum life: +41.00 Light radius: +3 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 | Maradek's Murderous Cap (3 def, 6 armour) Maradek's Murderous Cap (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Changes stats: +6 Cun / +2 Str Changes resistances: +3% cold Changes resistances penetration: +15% nature Talents granted: +1 Murderous Intent +1 Bloodbath On a Melee Crit you inflict your target with a Savage Wound, causing them to bleed for 17.0 Physical damage each turn for 5 turns. You heal for 8.5 whenever you hit an enemy bleeding from this effect. Murderous Intent: Passive - When striking a bleeding foe, you deal an additional 200.40% of the damage dealt as Physical. This percentage scales off of your Cunning stat. This jaunty leather cap is utterly soaked with blood which continuously drips from its brim. It wants more. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
| Tool | Sigil of the Enclave Sigil of the EnclavePowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Changes stats: +4 Wil / +3 Mag Talent masteries: +0.10 Spell / Inanimation +0.10 Spell / Charnel +0.10 Corruption / Eyal's New Law +0.10 Celestial / Deep space Talents granted: +1 Arcanist +1 Spellslinger +1 Citadel Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
| 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 (+1 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. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 5% chance to slow global speed by 82% * 20% chance to gain 10% of a turn (3/turn limit) Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +12% fire / +18% temporal Changes resistances penetration: +10% fire / +10% temporal Changes damage: +18% temporal Physical save: +13 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +20 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Getorion the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Changes stats: +12 Dex Changes damage: +12% physical Mana each turn: +0.08 Only die when reaching: -40.00 life Maximum stamina: +30.00 Spellpower: +15 (+2 eff.) Amulets make your neck look great! |
| In main hand | Heatransom the stralite longsword (34-47 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 41% * 25% chance to afflict the target with Frostburn, causing 418 Cold damage over 5 turns. * Create an explosion dealing 200 fire damage (1/turn) On weapon crit: * Strike your target with a blast of Arcane energy dealing 581 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage (Melee): +4 fire Damage (radius 1) on hit: +4 darkness / +16 fire Damage against: +9% Horror / +13% Demon When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances penetration: +19% fire Changes damage: +13% cold / +23% fire Critical mult.: +18.00% Spellpower: +10 (+2 eff.) Sharp, long, and deadly. |
| Around waist | Cord of the Steeled Mind Cord of the Steeled MindInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Talent granted: +1 Iron Resolve Physical save: +5 (+1 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +32% Stun/Freeze immunity: +30% Mindpower: +3 (+1 eff.) Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 139.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| In off hand | elemental voratun longsword of phasing (44-62 power, 23 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +23 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 200 acid damage (1/turn) Damage Shield penetration (this weapon only): +19% When wielded/worn: Changes resistances penetration: +13% acid Changes damage: +22% acid Sharp, long, and deadly. |
| Cloak | Bethoth (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +7.0% Physical power: +2 (+0 eff.) Armour: +7 Defense: +2 (+0 eff.) Fatigue: -11% Changes stats: +2 Dex / +3 Con Changes resistances: +19% cold Life regen: +4.00 Stamina each turn: +3.00 Movement speed: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mail of the Kar'Krul (10 def, 14 armour)Requires: - Heavy armour training - Magic 20 - Strength 40 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +14 Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice / 34 darkness Changes stats: +10 Mag Changes resistances: +30% light / +30% cold / +30% darkness / +30% arcane Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spell save: +20 (+4 eff.) Spellpower: +16 (+2 eff.) Lowers spell cool-downs by: 10% Infravision radius: +3 See invisible: +14 Healing mod.: +50% It can be used to activate talent Shatter (costing 50 power out of 50/50) : Effective talent level: 8.5 Power cost: 50 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 18349.34 cold damage. Depending on the target's rank, there will also be an additional effect: * Critters will be instantly killed * +50% critical chance against Normal rank * +25% critical chance against Elites or Bosses All affected foes will get the wet effect. At most, it will affect 11 foes. If you are yourself Frozen, it will be instantly cured. The damage will increase with your Spellpower. While the Kar'Krul were a united group of powerful magi, they still employed more mundane soldiers, and some were given exceptional protection. |
Inventory
This item will automatically be transmogrified when you leave the level.steam generator implant (steam 15) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 30)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 30.1 steam per turn. Can be activated for an instant burst of 151 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 90; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease 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 nature talent. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Elemental Fury =ge=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elemental Fury =ge=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Archlich =set=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Void Orb =ge=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 7.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 11620.10 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Innocent Curse (35-46 power, 9 apr) =set=Requires: - Dexterity 40 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 It is part of a set of items. Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 silence When wielded/worn: Talent mastery: +0.20 Cunning / Poisons This dagger has an aura of both nature and the arcane. But instead of working together, the two powers seem to fight against each other. |
Moon (10-13 power, 0 apr) =set=Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-20 power, 20 apr) =ge?=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Skewered Eye and Tongue (10-13 power, 4 apr) =set= Skewered Eye and Tongue (10-13 power, 4 apr) =set=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. A head must be missing a tongue and a pair of eyes. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Blight Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 125% On weapon hit: * 13% chance to reduce all saves and defense by 52 * 15% chance for the eyes and tongue to deal 191 Blight damage to the target and afflict Pacification Hex. Damage (Melee): +7 mind Damage (radius 1) on hit: +7 blight Damage (radius 2) on crit: +14 darkness When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Cun / +2 Wil Mental save: -15 (-3 eff.) Disarm immunity: +26% Someone made a skewer of a tongue and eyeballs, what a delicacy. |
Star (10-13 power, 0 apr) =set=Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Victario's Trick Lute (38-49 power, 8 apr) =set= Victario's Trick Lute (38-49 power, 8 apr) =set=Requires: - Willpower 28 - Cunning 28 - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 It is part of a set of items. 'Stay a while, and listen to the grand tales of Victario, the Harbinger of Everlasting Story!' Base power: 38.0 - 49.4 Uses stats: 35% Dex, 35% Cun, 20% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * plays a power chord, dazing the target When wielded/worn: Changes stats: +4 Cun / +4 Wil Talent masteries: +0.10 Technique / Battle ballads +0.10 Technique / Performance arts Victario was a famed minstrel whose tales of adventure and heroism entertained thousands in Maj'Eyal. His blessed lute-smaller than most stringed devices-served another purpose as a self-defense weapon to strike down bandits and marauders. |
The Black Maul (70-105 power, 15 apr) =sp=Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+2 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 5.9 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 316% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Borosk's Hate (60-96 power, 22 apr) =ge?=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Changes resistances: +5% all Changes damage: +5% all Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
This item will automatically be transmogrified when you leave the level.Veledheth Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +38 (+4 eff.) Armour penetration: +23 Changes stats: +9 Cun / +3 Wil Changes resistances: +21% darkness / +15% mind Changes resistances penetration: +30% mind / +23% all Spell save: +23 (+5 eff.) Maximum psi: +65.20 Mental crit. chance: +7% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.sundering ash longbow of dexterity (+8) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Attack speed: 100% Firing range: +7 On weapon crit: * Sunders the enemy's weapon for 5 turns. When wielded/worn: Changes stats: +8 Dex Changes resistances penetration: +11% physical Longbows are used to shoot arrows at your foes. |
Corpathus (40-56 power, 12 apr) =ge?=Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Dawn's Blade (50-70 power, 7 apr) =ge=Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 16032.69 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Everpyre Blade (38-53 power, 10 apr) =ge?=Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
This item will automatically be transmogrified when you leave the level. Oathblade (30-42 power, 0 apr)Oathblade (30-42 power, 0 apr) Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 30.0 - 42.0 Uses stats: 30% Dex, 20% Mag, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +6.0% Attack speed: 100% Block value: +26 Damage conversion: 10% light When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +5% arcane Changes damage: +14% physical Talents granted: +1 Lightbound Oath +1 Block Mental save: +6 (+2 eff.) Stamina each turn: +3.00 Stamina when hit: +1.60 This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 97% chance to parry attacks, reducing damage taken by up to 25% and deal 704% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
The Black Spike (48-67 power, 20 apr) =sp=Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level.tranquil stralite longsword (35-49 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Antimagic Zone (12% chance level 3). Sharp, long, and deadly. |
Dedication (31-43 power, 6 apr) =set=Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Impaled Head (28-40 power, 4 apr) =set= Impaled Head (28-40 power, 4 apr) =set=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. The tongue and eyes are not in the head. Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Darkness Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 15% chance for the head to scream, dealing 262 Darkness damage to the target and afflict them with Curses (of Impotence and of Defenselessness). Damage (Melee): +8 light / +5 temporal Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +19 darkness Damage against: +17% Undead When wielded/worn: Changes resistances: +5% temporal Mental save: -15 (-3 eff.) A head stuck to a stick. Weirdly, the head mutters curses everytime it swung. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element) =ge?=Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+5 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
This item will automatically be transmogrified when you leave the level.elven-wood magestaff 'Layynn' (35-42 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +20 Cun / +3 Con Changes resistances penetration: +20% acid / +20% temporal Changes damage: +9% temporal / +35% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 19.56% Spellpower: +16 (+2 eff.) Spell crit. chance: +4% Infravision radius: +4 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.scouring dwarven-steel steamsaw of sundering (22-33 power, 7 apr) Requires: - Strength 24 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.0 - 33.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon crit: * Sunders the enemy's weapon for 5 turns. Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Effects on melee hit: * 17 arcane resource burn Damage (Melee): 17 acid / 17 nature Effects when hit in melee: * 11 arcane resource burn Changes stats: +5 Con Changes resistances: +14% acid / +14% nature Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.cashmere cloak of the hunter (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+3 eff.) Defense: +2 (+0 eff.) Fatigue: -8% Maximum life: +73.00 Maximum stamina: +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.tormentor's silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Cun Changes resistances: +17% blight / +13% all Critical mult.: +18.00% Life regen: +5.10 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Maximum life: +88.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour) =stoots=Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level.brawler's voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+3 eff.) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.temporal drakeskin leather gloves of the starseeker (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 16 temporal Damage (Ranged): 20 temporal Changes stats: +6 Cun / +5 Mag Changes resistances: +8% temporal / +6% light / +10% darkness Changes damage: +11% temporal Infravision radius: +2 When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 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: 100% On weapon hit: * 14% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +50 light / +47 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 3.2 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 2 area, doing 5758.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of the Elements (0 def, 10 armour) =ge=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+3 eff.) This jeweled crown shimmers with colors. |
Steam Powered Helm (3 def, 12 armour) =steem=Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
hardened leather hat 'Cindersquall' (0 def, 3 armour) =deep=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil / +5 Con Changes resistances: +11% blight / +13% cold / +12% fire Changes damage: +18% fire Allows you to breathe in: water Mental save: +5 (+1 eff.) A hat made of leather. Very stylish. |
Scale Mail of Kroltar (10 def, 18 armour) =set=Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 5.9 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 1945.42 fire damage in a radius of 5 each turn for 9 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Innocent Blood (20 def, 20 armour) =set=Requires: - Cunning 40 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 It is part of a set of items. When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +20 (+4 eff.) Changes resistances: +25% blight / +25% fire Talent mastery: +0.20 Cunning / Trapping Spell save: +20 (+4 eff.) This exceptionally well made leather armour has a charred smell to it, but it is completely undamaged. |
Masochism (0 def, 0 armour) =set=Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 97 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 8.5 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 10611.67 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
This item will automatically be transmogrified when you leave the level.marauder's cured leather armour of clarity (12 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +12 (+2 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Changes resistances: +7% mind Physical save: +11 (+2 eff.) Mental save: +16 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of spell shielding (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +8% arcane / +16% light / +15% darkness Spell save: +17 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Cloudpunish the iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Damage when hit (Melee): 13 mind Changes resistances: +18% lightning / +12% light / +15% cold / +7% arcane / +12% darkness Changes damage: +15% lightning Psi when hit: +0.44 Mindpower: +25 (+4 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.reinforced voratun shield of acid resistance (+30%) (0 def, 19 armour, 311 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +19 Fatigue: +8% Changes resistances: +30% acid Talent granted: +1 Block Handheld deflection devices. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) =ge=Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Quiver of the Sun (25/25, 34-48 power, 15 apr) =D O P E=Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of grasping (20/20, 52-74 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 370 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
4 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
258 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
8 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
6 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's voratun pickaxe (dig speed 10 turns) =dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str Changes resistances: +8% physical 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. |
6 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. 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. |
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. |
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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
6 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: Bomb damage +20% 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. |
Drops of Blood (0/0, 50-60 power, 15 apr) =ge=Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 50.0 - 60.0 Uses stats: 50% Cun, 70% Dex Damage type: Hindering blight Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
4 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.dragonbone wand of shielding 'Isogada' [power 446] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances penetration: +30% arcane / +15% temporal Changes damage: +3% acid / +15% arcane Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 29% for 2 turns. * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 30 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. |
10 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Hitsard the Engineered Adventurer level 29
9th Dusk 122nd year of Ascendancy at 14:15 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Hitsard the Engineered Adventurer level 43
19th Dusk 122nd year of Ascendancy at 15:37 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Hitsard the Engineered Adventurer level 33
12nd Dusk 122nd year of Ascendancy at 14:09 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hitsard the Engineered Adventurer level 20
4th Dusk 122nd year of Ascendancy at 11:57 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Hitsard the Engineered Adventurer level 12
1st Summertide 122nd year of Ascendancy at 21:40 see stats
Infinite x20 (Nightmare (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Hitsard the Engineered Adventurer level 19
3rd Dusk 122nd year of Ascendancy at 02:12 see stats
Infinite x30 (Nightmare (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Hitsard the Engineered Adventurer level 27
8th Dusk 122nd year of Ascendancy at 23:37 see stats
Infinite x40 (Nightmare (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Hitsard the Engineered Adventurer level 35
13rd Dusk 122nd year of Ascendancy at 23:41 see stats
Infinite x50 (Nightmare (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Hitsard the Engineered Adventurer level 41
18th Dusk 122nd year of Ascendancy at 22:49 see stats
Infinite x60 (Nightmare (Adventure) difficulty)
Got to level 60 of the infinite dungeon.By Hitsard the Engineered Adventurer level 47
23rd Dusk 122nd year of Ascendancy at 12:06 see stats
Infinite x70 (Nightmare (Adventure) difficulty)
Got to level 70 of the infinite dungeon.By Hitsard the Engineered Adventurer level 55
27th Dusk 122nd year of Ascendancy at 01:15 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Hitsard the Engineered Adventurer level 61
30th Dusk 122nd year of Ascendancy at 10:06 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Hitsard the Engineered Adventurer level 29
10th Dusk 122nd year of Ascendancy at 00:39 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hitsard the Engineered Adventurer level 10
8th Mirth 122nd year of Ascendancy at 21:55 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hitsard the Engineered Adventurer level 20
4th Dusk 122nd year of Ascendancy at 06:51 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Hitsard the Engineered Adventurer level 30
10th Dusk 122nd year of Ascendancy at 08:21 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Hitsard the Engineered Adventurer level 40
16th Dusk 122nd year of Ascendancy at 15:20 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Hitsard the Engineered Adventurer level 50
24th Dusk 122nd year of Ascendancy at 02:16 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Hitsard the Engineered Adventurer level 40
17th Dusk 122nd year of Ascendancy at 15:01 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Hitsard the Engineered Adventurer level 20
4th Dusk 122nd year of Ascendancy at 07:35 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hitsard the Engineered Adventurer level 18
1st Dusk 122nd year of Ascendancy at 21:42 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Hitsard the Engineered Adventurer level 23
7th Dusk 122nd year of Ascendancy at 03:36 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hitsard the Engineered Adventurer level 22
6th Dusk 122nd year of Ascendancy at 07:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hitsard the Engineered Adventurer level 14
5th Flare 122nd year of Ascendancy at 12:47 see stats
Log
Talent used by Hitsard
Hitsard killed Large white snake!
Hitsard hits Giant blue ant for 26152 physical, 0 physical (26152 total damage).
Hitsard killed Giant blue ant!
Hitsard picks up (z.): elven-wood magestaff 'Layynn' (35-42 power, 5 apr, fire element).
Ran for 2 turns (stop reason: interesting terrain).
Hitsard picks up (X.): topaz.
Hitsard picks up (a.): steam generator implant (steam 15).
Hitsard picks up (v.): Oathblade (30-42 power, 0 apr).
Hitsard picks up ( .): dragonbone wand of shielding 'Isogada' [power 446] (20 cooldown).
Hitsard picks up (s.): sundering ash longbow of dexterity (+8).
Hitsard picks up (F.): tormentor's silk robe of life (0 def, 0 armour).
Hitsard picks up (H.): brawler's voratun gauntlets (0 def, 3 armour).
Hitsard picks up (U.): quiver of dragonbone arrows of grasping (20/20, 52-74 power, 18 apr).
Hitsard picks up (P.): marauder's cured leather armour of clarity (12 def, 4 armour).
There is a ladder to the next level here (press '' or right click to use).
Lore found: Oathblade
You can read all your collected lore in the game menu, by pressing Escape.
Hitsard's seems less tough.
Hitsard stops slinging spells.
Hitsard's magical aura calms.
There is a ladder to the next level here (press '' or right click to use).
There is a ladder to the next level here (press '' or right click to use).
You may not change level so soon after a kill (3 game turns left to wait)!
The furious lightning storm around Hitsard calms down and disappears.






































































































































