Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! ASCII Tactical Borders 1.7.4Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Mindslayer |
Level / Exp | 30 / 58% |
Size | big |
Lifes / Deaths | Killed by Isoselle the skeleton warrior at level 22 on the 1st Wintertide 123rd year of Ascendancy at 13:26 / 2Killed by aggressive boymoder at level 29 on the 51st Regrowth 123rd year of Ascendancy at 05:27 |
Primary Stats
Strength | 23 (base 11) |
Dexterity | 20 (base 10) |
Constitution | 11 (base 11) |
Magic | 12 (base 10) |
Willpower | 58 (base 60) |
Cunning | 77 (base 60) |
Resources
Life | 841/841 |
Psi | 93/93 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189615 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.7836465099% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 40.391578486422 |
See Invisible | 40.391578486422 |
Offense: Mainhand
Damage | 83 |
Accuracy | 63 |
Crit Chance | 43% |
APR | 52 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 63 |
Crit Chance | 45% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +47% |
Lightning | +20% |
Fire | +20% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 44.551211628464 (73.607947236566%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 6 |
Physical Save | 28 |
Spell Save | 32 |
Mental Save | 42 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 15%( 70%) |
Physical | + 17%( 70%) |
Cold | + 54%( 70%) |
All | 0%( 70%) |
Lightning | + 26%( 70%) |
Light | + 6%( 70%) |
Temporal | + 14%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 28%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 25% |
Bleed Resistance | 20% |
Confusion Resistance | 30% |
Pinning Resistance | 0% |
Stun Resistance | 52% |
Poison Resistance | 10% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -592 life. The duration and life will increase by 1% for every 1% life you have lost (currently 592 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 3 times. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Augmentation |
talent | Beyond the Flesh |
talent | Skate |
talent | Chant of Fortitude |
talent | Deflect Projectiles |
talent | Charged Shield |
talent | Kinetic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Escort the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell) | active |
You failed to protect the worried loremaster from death by Mayeta the forest troll. Escort: worried loremaster (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | truestriking stralite greatsword (167% power, 3 apr) =10physpen= truestriking stralite greatsword (167% power, 3 apr) =10physpen=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 Power: 167% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +19 Changes resistances penetration: +10% physical Massive two-handed swords. |
Quiver | Blizzardseam the pouch of stralite shots (19/19, 164% power, 5 apr) Blizzardseam the pouch of stralite shots (19/19, 164% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 164% Range: 1.2x Uses stat: 125% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +30 cold Damage (radius 1) on hit: +20 arcane / +11 fire Shots are used with slings to pummel your foes to death. |
On hands | Flashburst the hardened leather gloves (0 def, 2 armour) =12% crit= Flashburst the hardened leather gloves (0 def, 2 armour) =12% crit=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +12.0% Armour: +2 Changes resistances penetration: +20% fire Changes damage: +6% darkness / +9% fire Critical mult.: +23.00% Mental save: +6 (+2 eff.) Maximum psi: +10.00 Spell crit. chance: +6% Mental crit. chance: +10% When used to modify unarmed attacks: Power: 135% Range: 1.1x Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +11.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | brass lantern 'Poruda' brass lantern 'Poruda'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +9% acid Changes resistances penetration: +15% mind Poison immunity: +10% Only die when reaching: -60.00 life Maximum life: +44.00 Mental crit. chance: +1% 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 | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
On feet | Camestir the Dazzlewasp (0 def, 4 armour) =30mindpower= Camestir the Dazzlewasp (0 def, 4 armour) =30mindpower=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +5 Cun Changes resistances: +6% light Critical mult.: +15.00% Stamina each turn: +0.70 Maximum life: +39.00 Mindpower: +30 (+9 eff.) Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | iron pickaxe 'Xivena' (dig speed 19 turns) =20 physpen= iron pickaxe 'Xivena' (dig speed 19 turns) =20 physpen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Str / +1 Dex Changes resistances: +3% mind Changes resistances penetration: +20% physical Maximum life: +22.00 Maximum stamina: +16.00 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring 'Snowrune' copper ring 'Snowrune'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) Changes resistances: +6% cold Only die when reaching: -60.00 life It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | stralite quartz ring stralite quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +18% acid / +22% fire / +18% lightning / +19% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
Around neck | Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | Branodragen the Jetvenom (150% power, 5 apr) Branodragen the Jetvenom (150% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 107% Wil 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 strength, dexterity, and constitution by 7 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +9 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage when hit (Melee): 2 darkness Changes resistances: +9% darkness / +11% temporal Changes resistances penetration: +9% physical Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | truestriking dwarven-steel dagger of crippling (126% power, 7 apr) truestriking dwarven-steel dagger of crippling (126% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 126% Range: 1.3x Uses stats: 53% Wil, 53% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Changes resistances penetration: +8% physical Sharp, short and deadly. |
Cloak | cashmere cloak 'Skyreaper' (2 def, 5 armour) =-80hp= cashmere cloak 'Skyreaper' (2 def, 5 armour) =-80hp=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Changes resistances: +3% temporal / +15% cold Changes resistances penetration: +20% lightning Cut immunity: +20% Confusion immunity: +20% Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stralite plate armour 'Chargemistress' (0 def, 15 armour) stralite plate armour 'Chargemistress' (0 def, 15 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +15 Fatigue: +22% Damage when hit (Melee): 2 lightning Changes resistances: +12% acid / +18% physical / +14% cold / +8% lightning / +6% fire Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Critical mult.: +10.00% Physical save: +10 (+5 eff.) Disarm immunity: +25% Stun/Freeze immunity: +22% Knockback immunity: +27% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the titan (die at -368; dur 7; cd 35) heroism infusion of the titan (die at -368; dur 7; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -368 life. The duration and life will increase by 1% for every 1% life you have lost (currently 368 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -211; dur 7; cd 25) heroism infusion of the titan (die at -211; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -211 life. The duration and life will increase by 1% for every 1% life you have lost (currently 211 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 491; 13 cd) regeneration infusion of the sneak (heal 491; 13 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 388; 17 cd) regeneration infusion of the warrior (heal 388; 17 cd)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, fire, physical, temporal) Prismatic Rune (6 turns; acid, fire, physical, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 fire, 3 physical, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 194; dur 4; cd 19) acid wave rune of the psychic (damage 194; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 194.74 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 126; dur 4; cd 19) biting gale rune of the wizard (damage 126; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 126.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 45; cd 12) shatter afflictions rune (absorb 45; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 31; cd 14) shatter afflictions rune (absorb 31; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 58; cd 15) shatter afflictions rune of the wizard (absorb 58; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 377; dur 3; cd 17) shielding rune of the psychic (absorb 377; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 377 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 409; dur 4; cd 14) shielding rune of the sneak (absorb 409; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 409 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 458; dur 5; cd 18) shielding rune of the sneak (absorb 458; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 458 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 22; blocks 1; dur 4; cd 17) stormshield rune of the duelist (threshold 22; blocks 1; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 1 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Elenalathagrim ElenalathagrimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid / 4 arcane Changes stats: +3 Wil Changes resistances: +13% mind / +5% arcane Changes resistances penetration: +15% acid Physical save: +15 (+7 eff.) Spell save: +13 (+6 eff.) Mental save: +14 (+4 eff.) Confusion immunity: +26% Amulets make your neck look great! |
Erelodedig ErelodedigCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane Changes damage: +9% blight Physical save: +12 (+6 eff.) Spell save: +14 (+7 eff.) Mental save: +13 (+4 eff.) Spellpower: +10 (+9 eff.) Spell crit. chance: +4% Light radius: +3 Amulets make your neck look great! |
Lisabreta LisabretaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +30 (+11 eff.) Armour: +4 Defense: +6 (+3 eff.) Changes stats: +5 Wil Changes resistances cap: +3% all Critical mult.: +10.00% Physical save: +12 (+6 eff.) Stamina each turn: +3.00 Amulets make your neck look great! |
Saleba the Morbusravager =2str= Saleba the Morbusravager =2str=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Wil Changes damage: +3% nature Psi when hit: +0.04 Mental crit. chance: +4% Amulets make your neck look great! |
The Black Core =blind immune= The Black Core =blind immune=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of mastery (0.16 Psionic / Kinetic mastery) grounding copper amulet of mastery (0.16 Psionic / Kinetic mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.16 Psionic / Kinetic mastery Stun/Freeze immunity: +22% Amulets make your neck look great! |
grounding copper amulet of mastery (0.12 Psionic / Absorption) grounding copper amulet of mastery (0.12 Psionic / Absorption)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.12 Psionic / Absorption Stun/Freeze immunity: +20% Amulets make your neck look great! |
serendipitous gold amulet serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +10 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +22% Amulets make your neck look great! |
Darkcast DarkcastInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 10 cold Changes resistances: +24% acid / +6% mind Changes damage: +12% acid / +18% mind / +6% darkness Rings make your fingers look great! |
Ebonyraven =2mag 4cun= Ebonyraven =2mag 4cun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Dex / +2 Mag / +4 Cun Changes resistances penetration: +15% darkness Maximum encumbrance: +23 Spell save: +4 (+2 eff.) Blindness immunity: +25% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
Eclipseglean the steel ring Eclipseglean the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 10 darkness Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +25% darkness / +10% light Changes damage: +12% light Light radius: +1 Rings make your fingers look great! |
Eliseth the Sunfear Eliseth the SunfearCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +20% light / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +24% light Maximum encumbrance: +28 Rings make your fingers look great! |
Morningbrand the gold ring Morningbrand the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes resistances: +16% mind Changes resistances penetration: +5% light Changes damage: +3% darkness / +16% mind / +3% light Maximum encumbrance: +23 Blindness immunity: +23% Light radius: +1 Infravision radius: +4 See stealth: +13 See invisible: +17 Rings make your fingers look great! |
Polaseba PolasebaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +2 Wil / +3 Con Changes resistances: +12% mind Changes damage: +6% mind Disarm immunity: +23% Pinning immunity: +28% Knockback immunity: +32% Maximum life: +26.00 Rings make your fingers look great! |
Vargh Redemption =6con= Vargh Redemption =6con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 15.64 cold and 15.64 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velutha VeluthaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Dex / +5 Wil Changes resistances: +8% nature / +8% blight Reduces incoming crit damage: 15.00% Poison immunity: +17% Disease immunity: +13% Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% Light radius: +3 Rings make your fingers look great! |
copper citrine ring copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+3 eff.) Light radius: +4 Infravision radius: +4 Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
copper ring 'Tideroar' copper ring 'Tideroar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +3 Dex Changes resistances: +9% cold Changes resistances penetration: +10% light Changes damage: +12% light / +24% cold Light radius: +3 Rings make your fingers look great! |
gladiator's steel ring =5str 4con= gladiator's steel ring =5str 4con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +4 Con Rings make your fingers look great! |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 32 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage (Ranged): 5 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
marksman's gold ring of sensing marksman's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Blindness immunity: +26% Infravision radius: +3 See stealth: +11 See invisible: +15 Rings make your fingers look great! |
psionicist's copper ring of lightning (+22%) psionicist's copper ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +4 (+1 eff.) Rings make your fingers look great! |
psionicist's steel ring of pilfering psionicist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's steel ring of sensing savior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +25% Infravision radius: +4 See stealth: +8 See invisible: +9 Rings make your fingers look great! |
sneakthief's gold ring of tenacity sneakthief's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +26.00 Rings make your fingers look great! |
solipsist's copper ring of luminosity solipsist's copper ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 12 light Changes stats: +1 Mag / +5 Wil / +5 Cun Changes damage: +11% light Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
quick dwarven-steel battleaxe of crippling (149% power, 2 apr) quick dwarven-steel battleaxe of crippling (149% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 149% Range: 1.5x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +12.0% Changes stats: +2 Dex Combat speed: +10% Massive two-handed battleaxes. |
Moon (117% power, 0 apr) Moon (117% power, 0 apr)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. Power: 117% Range: 1.3x Uses stats: 21% Wil, 21% Cun 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. |
Silent Blade (140% power, 10 apr) Silent Blade (140% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 140% Range: 1.3x Uses stats: 37% Wil, 69% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Smolderraze the steel dagger (118% power, 6 apr) =7mag= Smolderraze the steel dagger (118% power, 6 apr) =7mag=Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 118% Range: 1.3x Uses stats: 53% Wil, 53% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +17 acid / +10 nature When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 8 mind Changes stats: +7 Mag Changes resistances: +6% mind Changes resistances penetration: +9% acid / +10% fire / +11% nature Light radius: +3 See invisible: +6 Sharp, short and deadly. |
Spellblaze Shard (133% power, 10 apr) =5mag= Spellblaze Shard (133% power, 10 apr) =5mag=Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 133% Range: 1.3x Uses stats: 53% Wil, 53% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (125% power, 25 apr) Unerring Scalpel (125% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 125% Range: 1.3x Uses stats: 48% Wil, 59% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Colaryem (168% power, 12 apr) Colaryem (168% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 139% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
truestriking dwarven-steel greatsword of massacre (166% power, 2 apr) =15%physpen= truestriking dwarven-steel greatsword of massacre (166% power, 2 apr) =15%physpen=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 166% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Changes resistances penetration: +14% physical Massive two-handed swords. |
stralite longsword of crippling (156% power, 5 apr) stralite longsword of crippling (156% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 156% Range: 1.4x Uses stat: 107% Wil 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Sharp, long, and deadly. |
Flashenvy (125% power, 3 apr) =20physpen= Flashenvy (125% power, 3 apr) =20physpen=Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 125% Range: 1.4x Uses stat: 107% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 light Damage against: +6% Undead When wielded/worn: Physical power: +10 (+5 eff.) Damage when hit (Melee): 6 light / 6 physical Changes resistances penetration: +20% physical Changes damage: +12% temporal Critical mult.: +20.00% Blunt and deadly. |
Starstrider (132% power, 3 apr) =11con= Starstrider (132% power, 3 apr) =11con=Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 132% Range: 1.4x Uses stat: 107% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +9 Str / +10 Dex / +8 Mag / +9 Wil / +11 Cun / +11 Con Changes resistances: +5% arcane Changes resistances penetration: +10% light / +5% arcane Light radius: +3 Blunt and deadly. |
spiritwalker's rough leather belt of burglary =4mag= spiritwalker's rough leather belt of burglary =4mag=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +4 Cun / +6 Lck Trap disarming bonus: +8 Stealth bonus: +6 Mana each turn: +0.12 Maximum mana: +23.00 Infravision radius: +3 A belt that goes around your waist. |
Carrionspike (2 def, 0 armour) =20% slow51%= Carrionspike (2 def, 0 armour) =20% slow51%=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 10 physical Changes stats: +2 Dex Changes damage: +6% nature Critical mult.: +15.00% Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverwing (2 def, 7 armour) =3mag= Shiverwing (2 def, 7 armour) =3mag=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +5 Str / +3 Mag Changes resistances: +20% cold Reduces incoming crit damage: 15.00% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Arywyn' (1 def, 0 armour) =2cun 2dex= linen cloak 'Arywyn' (1 def, 0 armour) =2cun 2dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +9% cold Cut immunity: +20% Only die when reaching: -40.00 life Light radius: +1 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 5 armour) =rando blink= thick cashmere cloak of the voidstalker (2 def, 5 armour) =rando blink=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Changes resistances: +14% temporal / +12% darkness / +11% cold Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gowe the linen robe (3 def, 2 armour) =7mag= Gowe the linen robe (3 def, 2 armour) =7mag=Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Changes stats: +1 Str / +7 Mag / +2 Wil Changes resistances: +5% arcane / +7% all Changes damage: +3% arcane Physical save: +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =4wil 5con= Spider-Silk Robe of Spydrë (10 def, 15 armour) =4wil 5con=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gotar (0 def, 3 armour) =6con= Gotar (0 def, 3 armour) =6con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Str / +1 Mag / +6 Con Changes damage: +7% physical Reduces incoming crit damage: 15.00% Blindness immunity: +20% Pinning immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A pair of boots made of leather. |
Shadepunish (0 def, 1 armour) =3dex 5mag= Shadepunish (0 def, 1 armour) =3dex 5mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 cold Changes stats: +3 Dex / +5 Mag Changes resistances penetration: +5% darkness Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +24% A pair of boots made of leather. |
pair of dwarven-steel boots 'Adossra' (0 def, 4 armour) =reduce armor and crit%= pair of dwarven-steel boots 'Adossra' (0 def, 4 armour) =reduce armor and crit%=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +6.0% Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +4 Dex Stamina each turn: +0.80 Maximum stamina: +12.00 Mindpower: +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Flashbore' (0 def, 5 armour) pair of iron boots 'Flashbore' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +12% nature Changes damage: +6% fire Reduces incoming crit damage: 15.00% Only die when reaching: -80.00 life Infravision radius: +2 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Cloudwrack' (0 def, 5 armour) pair of voratun boots 'Cloudwrack' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +5 Fatigue: -3% Effects on melee hit: * 10% chance to reduce armor by 16% Changes resistances: +9% lightning / +7% fire / +12% acid / +8% cold Changes damage: +15% acid Maximum encumbrance: +31 Physical save: +5 (+2 eff.) Spellpower: +9 (+8 eff.) Mindpower: +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +37% Confusion immunity: +28% Stun/Freeze immunity: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olirig the hardened leather gloves (0 def, 2 armour) =8mag 7wil= Olirig the hardened leather gloves (0 def, 2 armour) =8mag 7wil=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Damage (Melee): 8 arcane Changes stats: +1 Str / +8 Mag / +7 Wil Changes resistances: +8% arcane / +1% physical Changes damage: +7% arcane Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +17.00 Spellpower: +10 (+9 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Manathrust (20% chance level 6). Damage (Melee): +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
348 alchemist agate 348 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Geteroddarostir the dwarven-steel pickaxe (dig speed 24 turns) =perfect strike= Geteroddarostir the dwarven-steel pickaxe (dig speed 24 turns) =perfect strike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Damage when hit (Melee): 6 mind / 8 physical Changes stats: +5 Str Changes resistances penetration: +10% mind Mental crit. chance: +4% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of wreckage (dig speed 25 turns) dwarven-steel pickaxe of wreckage (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +5 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gletira =25physpen= Gletira =25physpen=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +25 (+10 eff.) Changes resistances penetration: +10% mind / +25% physical Critical mult.: +10.00% Mental save: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +8% 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. |
Layoleth =10physpen= Layoleth =10physpen=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 2 physical Changes stats: +3 Wil Changes resistances: +2% physical Changes resistances penetration: +5% blight / +10% physical Changes damage: +6% mind Only die when reaching: -40.00 life 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 51.92 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 51.92 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(115 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Strikequell' =9light= alchemist's lamp 'Strikequell' =9light=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +20% arcane Changes damage: +6% lightning / +3% arcane / +6% blight Blindness immunity: +30% Confusion immunity: +16% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Light radius: +9 See stealth: +10 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.65 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Blazegrinder the steel torque of mindblast [power 180] (13 cooldown) Blazegrinder the steel torque of mindblast [power 180] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +15% acid Changes damage: +9% blight Light radius: +3 It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (22 cooldown) iron torque of clear mind [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of mindblast [power 140] (19 cooldown) overpowered iron torque of mindblast [power 140] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 140 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of clear mind [power 3] (27 cooldown) overpowered steel torque of clear mind [power 3] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Gorimavor' [power 182] (13 cooldown) ash totem of healing 'Gorimavor' [power 182] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% lightning Changes damage: +12% acid Mental save: +6 (+2 eff.) Maximum mana: +100.00 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful ash wand of shielding [power 194] (17 cooldown) powerful ash wand of shielding [power 194] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration [power 210] (13 cooldown) =firewand= yew wand of conjuration [power 210] (13 cooldown) =firewand=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 228 fire damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By aggressive boymoder the Ogre Mindslayer level 23
2nd Allure 123rd year of Ascendancy at 12:06 see stats
By aggressive boymoder the Ogre Mindslayer level 15
42nd Dusk 122nd year of Ascendancy at 11:33 see stats
By aggressive boymoder the Ogre Mindslayer level 29
79th Regrowth 123rd year of Ascendancy at 02:58 see stats
By aggressive boymoder the Ogre Mindslayer level 23
1st Allure 123rd year of Ascendancy at 16:58 see stats
By aggressive boymoder the Ogre Mindslayer level 30
4th Pyre 123rd year of Ascendancy at 20:42 see stats
By aggressive boymoder the Ogre Mindslayer level 10
3rd Flare 122nd year of Ascendancy at 03:35 see stats
By aggressive boymoder the Ogre Mindslayer level 20
55th Haze 122nd year of Ascendancy at 20:31 see stats
By aggressive boymoder the Ogre Mindslayer level 30
79th Regrowth 123rd year of Ascendancy at 16:38 see stats
By aggressive boymoder the Ogre Mindslayer level 19
45th Haze 122nd year of Ascendancy at 02:01 see stats
By aggressive boymoder the Ogre Mindslayer level 12
20th Dusk 122nd year of Ascendancy at 20:01 see stats
By aggressive boymoder the Ogre Mindslayer level 9
9th Mirth 122nd year of Ascendancy at 00:46 see stats
By aggressive boymoder the Ogre Mindslayer level 21
5th Decay 122nd year of Ascendancy at 07:15 see stats
By aggressive boymoder the Ogre Mindslayer level 9
10th Mirth 122nd year of Ascendancy at 21:37 see stats
By aggressive boymoder the Ogre Mindslayer level 23
2nd Wintertide 123rd year of Ascendancy at 20:04 see stats
By aggressive boymoder the Ogre Mindslayer level 17
25th Haze 122nd year of Ascendancy at 20:39 see stats
By aggressive boymoder the Ogre Mindslayer level 22
1st Wintertide 123rd year of Ascendancy at 13:26 see stats
Log
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 33rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:58.
Today is the 34th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Today is the 35th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 36th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 37th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 38th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 39th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:30.
Today is the 40th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:53.
There is a Door to an old Conclave vault here (press '' or right click to use).
Ran for 4 turns (stop reason: dialog is displayed).
Today is the 41st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Ran for 11 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.