Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Glutton 1.0.4Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! Infinite500 v2.3b: Revised high level play for ToME 1.2.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Tempus Fugit 1.2.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Extra Dungeons 1.2.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.2a 1.2.1Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.1.6This 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. Conveyance Reward 1.2.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Necromancy+ 1.2.1Features: 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 Extended Auto-use 1.1.5Adds additional options to talent auto-use Items Vault 1.2.0Donators/Buyers bonus! Turtle race 1.1.5This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 50 / 9320% |
Size | medium |
Lifes / Deaths | Killed by naga tidecaller at level 3 on the 76th Pyre 122nd year of Ascendancy at 23:36 / 21Killed by naga nereid at level 4 on the 77th Pyre 122nd year of Ascendancy at 00:51 Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 18:30 Killed by Forgery of Haze (Siluwyn the elder vampire) at level 20 on the 5th Flare 122nd year of Ascendancy at 10:57 Killed by Siluwyn the elder vampire at level 20 on the 5th Flare 122nd year of Ascendancy at 23:14 Killed by Velessra the sandworm at level 20 on the 7th Dusk 122nd year of Ascendancy at 13:49 Killed by Nerabrena the sandworm at level 21 on the 7th Dusk 122nd year of Ascendancy at 17:32 Killed by Silunne the sand-drake at level 24 on the 8th Dusk 122nd year of Ascendancy at 05:56 Killed by elven corruptor at level 28 on the 24th Dusk 122nd year of Ascendancy at 12:22 Killed by elven blood mage at level 30 on the 26th Dusk 122nd year of Ascendancy at 09:26 Killed by Steiaaim the fire imp at level 33 on the 27th Dusk 122nd year of Ascendancy at 23:24 Killed by Bethalratha the slimy ooze at level 36 on the 20th Haze 122nd year of Ascendancy at 15:21 Killed by Betida the slimy ooze at level 36 on the 20th Haze 122nd year of Ascendancy at 19:04 Killed by rimebark at level 50 on the 72nd Haze 122nd year of Ascendancy at 02:25 Killed by orc berserker at level 50 on the 29th Regrowth 123rd year of Ascendancy at 13:01 Killed by orc assassin at level 50 on the 31st Regrowth 123rd year of Ascendancy at 01:56 Killed by Grushnak, Battlemaster of the Pride at level 50 on the 31st Regrowth 123rd year of Ascendancy at 04:36 Killed by Grushnak, Battlemaster of the Pride at level 50 on the 31st Regrowth 123rd year of Ascendancy at 06:26 Killed by Uhraxma the quasit at level 50 on the 54th Regrowth 123rd year of Ascendancy at 09:39 Killed by dingomancer's Inner Demon at level 50 on the 65th Regrowth 123rd year of Ascendancy at 19:29 Killed by blade horror at level 50 on the 14th Pyre 123rd year of Ascendancy at 04:34 |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 32 (base 10) |
Constitution | 73 (base 60) |
Magic | 97 (base 60) |
Willpower | 28 (base 10) |
Cunning | 53 (base 32) |
Resources
Life | 1472/1755 |
Positive | 104/107 |
Stamina | 297/302 |
Healing Factor | 0.5 |
Regeneration | -0.87500000000001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +140.18924044751% |
Vision
Sight | 10 |
Lite | 1 |
Offense: Mainhand
Damage | 235 |
Accuracy | 59 |
Crit Chance | 111% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62.5 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 30.4 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
All | +15% |
Defense: Base
Armour (hardiness) | 41 (50%) |
Defense | 35.25 |
Ranged Defense | 37.75 |
Fatigue | 0 |
Physical Save | 71.35323854923 |
Spell Save | 58.40431806564 |
Mental Save | 34.225 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Confusion Resistance | 50% |
Silence Resistance | 30% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 74% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 7 turns. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.80 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Secrets of the Eternals |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Second Life |
talent | Searing Sight |
talent | Precise Strikes |
talent | Righteous Strength |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Magic by +1. | done |
You failed to protect the lost anorithil from death by minotaur. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by stone troll. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by dingomancer. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the worried loremaster from death by luminous horror. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of bone giant dust. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed ritch stinger. * You've found the needed red crystal shard. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of dwarven-steel boots 'Poxraze' (3 def, 4 armour) pair of dwarven-steel boots 'Poxraze' (3 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 Armour: +4 Defense: +3 Ranged Defense: +5 Fatigue: -3% Damage when hit (Melee): 8 nature / 4 arcane Changes resistances: +6% nature Changes resistances penetration: +5% arcane Spell save: +6 Stamina each turn: +0.50 Maximum life: +38.00 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Galefear GalefearPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 Damage when hit (Melee): 30 fire Changes stats: +5 Dex / +7 Wil / +2 Cun Changes resistances: +9% fire Changes damage: +6% lightning Critical mult.: +17.00% Reduces incoming crit damage: 10.00% Light radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Khelogorn' (0 def, 5 armour) voratun helm 'Khelogorn' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +4 Str / +6 Wil / +6 Con / +12 Lck Changes resistances: +14% blight / +9% cold / +3% fire Physical save: +10 Mental save: +28 Disease immunity: +15% Pinning immunity: +5% Maximum mana: +80.00 Spell crit. chance: +7% Mental crit. chance: +7% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dwarven-steel pickaxe 'Glitterreign' (dig speed 27 turns) dwarven-steel pickaxe 'Glitterreign' (dig speed 27 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +2 Str / +4 Mag Changes resistances: +6% light / +3% fire Changes resistances penetration: +15% light Maximum mana: +38.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Armour Hardiness: +20% Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | Void Orb Void OrbPowered 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 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 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: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 237.15 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. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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 main hand | Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to strike with your weapon as 100% light damage, up to 4 spaces away, healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
On hands | heroic hardened leather gloves of war-making (0 def, 6 armour) heroic hardened leather gloves of war-making (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Critical mult.: +7.00% Mental save: +8 Maximum life: +56.00 Spell crit. chance: +11% Mental crit. chance: +14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 202.32 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 It can be used to activate talent Barrier (costing 40 power out of 40/40) : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 313 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Around neck | enraging voratun amulet of manastreaming enraging voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 Changes stats: +4 Mag Changes damage: +10% physical Mana each turn: +0.41 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +38.00 Combat speed: +10% Amulets can have magical properties. |
Inventory
healing infusion (heal 57) healing infusion (heal 57)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune (range 54) teleportation rune (range 54)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
vitalizing gold amulet vitalizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +8 Life regen: +1.50 Maximum life: +39.00 Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 Spell crit. chance: +5% All your damage is converted and split into light and darkness. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
wanderer's stralite amulet of vision wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +5 Dex / +5 Cun / +6 Con Blindness immunity: +14% Life regen: +0.30 Stamina each turn: +0.90 Infravision radius: +5 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
warrior's steel ring of darkness (+24%) warrior's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
mule's gold ring of light (+26%) mule's gold ring of light (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +26% light Changes damage: +13% light Maximum encumbrance: +22 Rings can have magical properties. |
savior's gold ring of pilfering savior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +9 Defense: +9 Physical save: +7 Spell save: +9 Mental save: +11 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
sneakthief's gold ring of life sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Changes stats: +6 Cun / +6 Dex Life regen: +1.00 Maximum life: +60.00 Healing mod.: +15% Rings can have magical properties. |
treant's gold ring of speed treant's gold ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Defense: +8 Changes resistances: +9% nature / +10% blight Poison immunity: +12% Disease immunity: +13% Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 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 33% for 5 turns. Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
marksman's stralite ring of power marksman's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 Physical power: +8 Changes stats: +5 Dex Spellpower: +9 Mindpower: +10 Rings can have magical properties. |
solipsist's stralite ring of speed solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 Defense: +9 Changes stats: +6 Cun / +6 Wil Mindpower: +8 Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 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 24% for 5 turns. Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 209.44 fire damage, and flames will be left dealing a further 48.68 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 13.99 acid and 13.99 blight damage. If not cleared after five turns it will inflict 200.41 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 Pinning immunity: +100% Knockback immunity: +100% A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. This item has been sent to the Item's Vault. |
plaguebringer's dwarven-steel greatsword (35-56 power, 2 apr) plaguebringer's dwarven-steel greatsword (35-56 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 16% chance to disease Damage (Melee): +7 blight When wielded/worn: Disease immunity: +18% Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 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.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Xaneba (47.5-76 power, 6 apr) Xaneba (47.5-76 power, 6 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +21 fire When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +14% fire Changes damage: +6% arcane / +9% physical Maximum encumbrance: +10 Global speed: +7% Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [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.pwr / acc Armour Penetration: +22 Physical 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 maiming This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
voratun greatsword 'Salomira' (78-124.8 power, 4 apr) voratun greatsword 'Salomira' (78-124.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.0 - 124.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +19.0% Physical power: +16 Damage when hit (Melee): 8 mind Changes stats: +2 Str / +3 Dex / +1 Wil Massive two-handed swords. |
iron mace (11.5-16.1 power, 2 apr) iron mace (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Mud-Slinger (15-18 power, 1 apr, physical element) Mud-Slinger (15-18 power, 1 apr, physical element)Requires: - Magic 34 - Constitution 26 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +1 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +15% physical Talent masteries: +0.10 Spell / Stone +0.10 Spell / Earth Physical save: +10 Spellpower: +14 Spell crit. chance: +8% It can be used to cause the earth to rumble, costing 35 power out of 50/50. Former Mayor of Derth once used this staff to hobble around while campaigning for office. Some of his talent for mudslinging seems to have rubbed off on it. You feel dirty, just by holding it. This staff can be wielded in your off-hand. |
Shard of Wintertide (30-36 power, 5 apr, physical element) Shard of Wintertide (30-36 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 120% Mag Damage type: Ice Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 Spell crit. chance: +7% This giant icicle shines with a gentle lunar radiance. |
Rod of Sarrilon (30-36 power, 4 apr, physical element) Rod of Sarrilon (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown 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: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.20 Chronomancy / Timeline Threading +0.20 Spell / Temporal +0.20 Chronomancy / Time Travel +0.20 Chronomancy / Paradox Talents cooldown: Temporal Clone (-5 turns) Temporal Reprieve (-10 turns) Paradox Clone (-7 turns) Body Reversion (-2 turns) Gravity Well (-6 turns) Teleport immunity: +100% Spellpower: +40 Spell crit. chance: +15% Reduces paradox failures(equivalent to willpower): +50 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Zubivena the dragonbone magestaff (30-36 power, 6 apr, lightning element) Zubivena the dragonbone magestaff (30-36 power, 6 apr, lightning element)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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid When wielded/worn: Damage (Melee): 27 fire Changes resistances: +6% lightning / +5% arcane Changes damage: +30% lightning / +12% acid Talent granted: +1 Command Staff Critical mult.: +28.00% Knockback immunity: +10% Spellpower: +33 Spell crit. chance: +28% See invisible: +20 It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Arkul's Seige Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Seige Arrows (14/14, 68-95.2 power, 100 apr)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 Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical 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. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Quantum Spike (10% chance level 1). When this weapon hits: Temporal Clone (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
pouch of dwarven-steel shots 'Shockjam' (20/20, 33.5-40.2 power, 3 apr) pouch of dwarven-steel shots 'Shockjam' (20/20, 33.5-40.2 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +16 lightning / +4 mind Burst (radius 1) on hit: +8 lightning Shots are used with slings to pummel your foes to death. |
balancing hardened leather belt of the vagrant balancing hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +5 Dex / +4 Cun / +3 Con Mental save: +8 Mindpower: +8 Mental crit. chance: +7% A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Mag / +2 Wil Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 Defense: +1 Fatigue: -5% Maximum life: +40.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeramivea (12 def, 0 armour) Aeramivea (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +4 Defense: +12 Effects on melee hit: * Slows global speed by 30% Physical save: +10 Spell save: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak (2 def, 0 armour) restorative cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +12% nature / +13% blight Life regen: +1.60 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 Spell save: +20 Mental save: +20 Confusion immunity: +40% Spellpower: +8 It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. This spell takes no time to cast. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
marshal's elven-silk cloak of the hunter (3 def, 0 armour) marshal's elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +26 Defense: +3 Fatigue: -7% Changes stats: +4 Str / +4 Con Physical save: +5 Maximum life: +220.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A pair of boots made of leather. |
stealthy pair of hardened leather boots of invasion (0 def, 3 armour) stealthy pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +7 Lck / +4 Dex Changes resistances penetration: +7% physical Stealth bonus: +8 A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour) undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +20% Confusion immunity: +26% Stun/Freeze immunity: +26% A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour) brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +3 Str / +7 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Polana' (1 def, 0 armour) linen wizard hat 'Polana' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +3% acid Mental save: +6 Spellpower on spell critical (stacks up to 3 times): +4 A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+2) (0 def, 2 armour) miner's rough leather cap of constitution (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Con Infravision radius: +1 A cap made of leather. |
Chalikalthoyon (0 def, 4 armour) Chalikalthoyon (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 temporal Changes stats: +1 Str / +5 Mag / +5 Wil / +3 Cun / +7 Con Changes resistances: +10% fire / +7% cold Changes resistances penetration: +5% temporal Changes damage: +5% blight / +10% arcane Spell crit. chance: +2% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Grinyvor the Dimripper (0 def, 3 armour) Grinyvor the Dimripper (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 8 nature Changes stats: +9 Str / +4 Con Changes resistances: +18% mind Changes damage: +3% darkness Mental save: +18 Confusion immunity: +23% A cap made of leather. |
aegis cashmere wizard hat (2 def, 0 armour) aegis cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Life regen: +1.80 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +15 Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
spiked rough leather armour of resilience (1 def, 2 armour) spiked rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Maximum life: +21.00 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
marauder's reinforced leather armour of the hero (8 def, 7 armour) marauder's reinforced leather armour of the hero (8 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +8 Fatigue: +8% Changes stats: +13 Str / +13 Dex / +4 Mag / +6 Wil / +5 Cun Physical save: +11 A suit of armour made of leather. |
Vorowe the drakeskin leather armour (5 def, 20 armour) Vorowe the drakeskin leather armour (5 def, 20 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +5 Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 7 fire Damage when hit (Melee): 18 physical Changes stats: +2 Str Changes resistances: +27% fire / +3% cold / +19% physical Changes resistances penetration: +15% acid Spell save: +25 Life regen: +7.40 Stamina each turn: +2.20 A suit of armour made of leather. |
drakeskin leather armour 'Abysswalker' (14 def, 8 armour) drakeskin leather armour 'Abysswalker' (14 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +7.0% Armour: +8 Defense: +14 Fatigue: +8% Changes resistances: +9% temporal / +18% cold / +9% fire Changes resistances penetration: +10% fire Life regen: +4.50 Stamina each turn: +3.20 Chance to avoid any damage: +9% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
Alugorn the Weepquell (10 def, 10 armour, 45.5 dam, 222.5 block) Alugorn the Weepquell (10 def, 10 armour, 45.5 dam, 222.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +222 Damage (Melee): +14 nature When wielded/worn: Armour: +10 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when hit (Melee): 20 nature Changes resistances: +15% blight / +15% mind / +15% nature Talent granted: +4 Block Cut immunity: +5% Confusion immunity: +25% Stun/Freeze immunity: +10% Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 48 dam, 150 block) Shieldsmaiden (5 def, 20 armour, 48 dam, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 Ranged Defense: +12 Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
166 alchemist agate 166 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. |
alchemist's lamp 'Manastir' alchemist's lamp 'Manastir'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% arcane Critical mult.: +5.00% Mental save: +10 Mindpower: +4 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the zealot alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Changes stats: +4 Wil Critical mult.: +11.00% Mental save: +8 Light radius: +3 See stealth: +16 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Chalandur the voratun pickaxe (dig speed 11 turns) Chalandur the voratun pickaxe (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -10% Changes stats: +8 Str / +1 Dex Changes resistances: +14% nature Changes damage: +10% nature Critical mult.: +6.00% Maximum life: +36.00 Maximum stamina: +26.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command) 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 340/400. 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. |
Blindschism the elven-wood totem of thorny skin [power 51] (20 cooldown) Blindschism the elven-wood totem of thorny skin [power 51] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +5% arcane / +6% darkness Changes damage: +9% arcane Talent granted: +8 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 51 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 It can be used to release a burst of void energy, costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
By dingomancer the Shalore Sun Paladin level 50
3rd Allure 123rd year of Ascendancy at 05:11 see stats
By dingomancer the Shalore Sun Paladin level 47
59th Haze 122nd year of Ascendancy at 00:57 see stats
By dingomancer the Shalore Sun Paladin level 50
1st Allure 123rd year of Ascendancy at 15:35 see stats
By dingomancer the Shalore Sun Paladin level 50
9th Regrowth 123rd year of Ascendancy at 03:04 see stats
By dingomancer the Shalore Sun Paladin level 50
48th Regrowth 123rd year of Ascendancy at 17:10 see stats
By dingomancer the Shalore Sun Paladin level 19
2nd Flare 122nd year of Ascendancy at 04:46 see stats
By dingomancer the Shalore Sun Paladin level 50
54th Regrowth 123rd year of Ascendancy at 12:01 see stats
By dingomancer the Shalore Sun Paladin level 50
10th Allure 123rd year of Ascendancy at 17:09 see stats
By dingomancer the Shalore Sun Paladin level 50
76th Regrowth 123rd year of Ascendancy at 07:05 see stats
By dingomancer the Shalore Sun Paladin level 41
43rd Haze 122nd year of Ascendancy at 23:37 see stats
By dingomancer the Shalore Sun Paladin level 50
63rd Haze 122nd year of Ascendancy at 01:39 see stats
By dingomancer the Shalore Sun Paladin level 50
32nd Regrowth 123rd year of Ascendancy at 12:46 see stats
By dingomancer the Shalore Sun Paladin level 47
59th Haze 122nd year of Ascendancy at 00:16 see stats
By dingomancer the Shalore Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 04:57 see stats
By dingomancer the Shalore Sun Paladin level 20
5th Flare 122nd year of Ascendancy at 05:30 see stats
By dingomancer the Shalore Sun Paladin level 30
25th Dusk 122nd year of Ascendancy at 23:24 see stats
By dingomancer the Shalore Sun Paladin level 40
25th Haze 122nd year of Ascendancy at 02:01 see stats
By dingomancer the Shalore Sun Paladin level 50
62nd Haze 122nd year of Ascendancy at 23:15 see stats
By dingomancer the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 18:01 see stats
By dingomancer the Shalore Sun Paladin level 50
15th Pyre 123rd year of Ascendancy at 04:15 see stats
By dingomancer the Shalore Sun Paladin level 50
71st Haze 122nd year of Ascendancy at 19:59 see stats
By dingomancer the Shalore Sun Paladin level 50
68th Regrowth 123rd year of Ascendancy at 01:11 see stats
By dingomancer the Shalore Sun Paladin level 27
12nd Dusk 122nd year of Ascendancy at 00:29 see stats
By dingomancer the Shalore Sun Paladin level 35
19th Haze 122nd year of Ascendancy at 14:15 see stats
By dingomancer the Shalore Sun Paladin level 21
7th Dusk 122nd year of Ascendancy at 17:09 see stats
By dingomancer the Shalore Sun Paladin level 50
10th Allure 123rd year of Ascendancy at 18:48 see stats
By dingomancer the Shalore Sun Paladin level 50
72nd Haze 122nd year of Ascendancy at 01:33 see stats
By dingomancer the Shalore Sun Paladin level 50
70th Haze 122nd year of Ascendancy at 19:55 see stats
By dingomancer the Shalore Sun Paladin level 50
71st Haze 122nd year of Ascendancy at 03:23 see stats
By dingomancer the Shalore Sun Paladin level 7
3rd Mirth 122nd year of Ascendancy at 03:44 see stats
By dingomancer the Shalore Sun Paladin level 47
59th Haze 122nd year of Ascendancy at 00:57 see stats
By dingomancer the Shalore Sun Paladin level 50
71st Haze 122nd year of Ascendancy at 17:42 see stats
By dingomancer the Shalore Sun Paladin level 28
18th Dusk 122nd year of Ascendancy at 13:07 see stats
By dingomancer the Shalore Sun Paladin level 50
1st Wintertide 123rd year of Ascendancy at 19:41 see stats
By dingomancer the Shalore Sun Paladin level 36
23rd Haze 122nd year of Ascendancy at 02:58 see stats
By dingomancer the Shalore Sun Paladin level 50
2nd Wintertide 123rd year of Ascendancy at 18:09 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Dingomancer casts Barrier.
Dingomancer's spell attains critical power!
Dingomancer is surging arcane power.
Dingomancer is filled with the Sun's fury!
A shield forms around dingomancer.
Saving done.
Dingomancer's solar fury subsides.
The shield around dingomancer crumbles.
Dingomancer is no longer surging arcane power.
Talent Barrier is ready to use.
Dingomancer casts Barrier.
Dingomancer's spell attains critical power!
Dingomancer is surging arcane power.
Dingomancer is filled with the Sun's fury!
A shield forms around dingomancer.
Dingomancer's solar fury subsides.
The shield around dingomancer crumbles.
Dingomancer is no longer surging arcane power.
Ran for 6 turns (stop reason: interesting character).
Quest 'The many Prides of the Orcs' is done! (Press 'j' to see the quest log)
Accepted quest 'Falling Toward Apotheosis'! (Press 'j' to see the quest log)
Quest 'The Doom of the World!' is done! (Press 'j' to see the quest log)