
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn 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. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In 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: Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Treant Race 1.1.5Adds in a Treant Race. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Conveyance Reward 1.3.0This 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. Items Vault 1.3.0Donators/Buyers bonus! Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Allow Respec Anywhere 1.2.3Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Monk 1.1.5Monk for versions b42 and above. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Homosuperior |
Class | Archmage |
Level / Exp | 90 / 22% |
Size | medium |
Lifes / Deaths | Killed by Veliyadaba the losgoroth at level 9 on the 74th Pyre 122nd year of Ascendancy at 17:05 0 / 9Killed by Velesewyn the poison ivy at level 14 on the 3rd Mirth 122nd year of Ascendancy at 11:19 Killed by Lisara the green worm mass at level 23 on the 37th Dusk 122nd year of Ascendancy at 15:30 Killed by Emovena the elven cultist at level 28 on the 43rd Dusk 122nd year of Ascendancy at 19:12 Killed by Salykira the temporal stalker at level 28 on the 52nd Dusk 122nd year of Ascendancy at 11:35 Killed by Glorogarin the lesser vampire at level 32 on the 57th Dusk 122nd year of Ascendancy at 02:27 Killed by Glorogarin the lesser vampire at level 32 on the 57th Dusk 122nd year of Ascendancy at 06:36 Killed by Veluyata the temporal stalker at level 90 on the 70th Pyre 123rd year of Ascendancy at 13:07 Killed by Salymira the worm that walks at level 90 on the 11st Dusk 123rd year of Ascendancy at 20:01 |
Primary Stats
Strength | 44 (base 10) |
Dexterity | 52.720973922813 (base 60) |
Constitution | 73.310220144383 (base 61) |
Magic | 187 (base 100) |
Willpower | 202 (base 100) |
Cunning | 250 (base 100) |
Resources
Mana | 2027/2027 |
Equilibrium | 29624 |
Vim | 575/575 |
Life | -109/6532 |
Paradox | 310 |
Healing Factor | 0.64791946308725 |
Regeneration | 20.474255033557 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +230.81133616912% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 10 |
See Stealth | 58.3260045283 |
See Invisible | 115.72490597056 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 113 |
Accuracy | 58 |
Crit Chance | 121% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 124.58400810531 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 113.56666666667 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +38% |
Offense: Damage Penetration
All | +16% |
Defense: Base
Armour (hardiness) | 91.839813863182 (41%) |
Defense | 68.326461877443 |
Ranged Defense | 68.326461877443 |
Fatigue | 0 |
Physical Save | 93.341715410107 |
Spell Save | 91.76 |
Mental Save | 104.475 |
Defense: Resistances
All | + 44%( 88%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 15% |
Blind Resistance | 63% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Disarm Resistance | 59% |
Pinning Resistance | 39% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or physical effect and reduce all damage taken by 50% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or magical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 941 damage for 7 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1892% over 10 turns and instantly restoring 95 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 513 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 6/5 |
| 8/5 |
| 5/5 |
| 8/5 |
Spell / Ice | 1.30 |
| 1/5 |
| 8/5 |
| 1/5 |
| 9/5 |
Spell / Temporal | 1.30 |
| 3/5 |
| 8/5 |
| 1/5 |
| 9/5 |
Corruption / Bone | 1.20 |
| 8/5 |
| 1/5 |
| 8/5 |
| 9/5 |
Spell / Air | 1.30 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 9/5 |
| 8/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 8/5 |
| 1/5 |
| 9/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 9/5 |
| 8/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 8/5 |
| 1/5 |
| 9/5 |
| 0/5 |
Chronomancy / Chronomancy | 0.90 |
| 1/5 |
| 4/5 |
| 9/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 9/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 3/5 |
| 9/5 |
| 9/5 |
Celestial / Chants | 0.80 |
| 1/5 |
| 2/5 |
| 9/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 9/5 |
| 6/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.40 |
| 5/5 |
| 4/5 |
| 9/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Uttercold |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Chant of Resistance |
talent | Bone Shield |
talent | Spellcraft |
talent | Arcane Power |
talent | Elemental Harmony |
talent | Essence of Speed |
talent | Shielding |
talent | Keen Senses |
beneficial effect | The target assumes the form of a shivgoroth. Shivgoroth Form |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is recovering 178 life each turn. Recovery |
detrimental effect | The target is infected by a disease, reducing its constitution by 59 and doing 436.43 blight damage per turn. Rotting Disease |
detrimental effect | The target has been splashed with acid, taking 15.73 acid damage per turn, reducing armour by 16 and attack by 16. Acid Splash |
detrimental effect | The target is infected by a disease, doing 163.43 blight damage per turn and reducing healing received by 81%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | The target is infected by a disease, reducing its dexterity by 83 and doing 115.09 blight damage per turn. Decrepitude Disease |
beneficial effect | Increases life regen by 15.80. Elemental Harmony |
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 108.62 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 692.10 blight damage and spawn a carrion worm mass. |
detrimental effect | Cannot heal higher than 6767 life. Blood Lock |
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 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | done |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You failed to protect the injured seer from death by Glunn the black bear. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Ladia. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by skeleton warrior. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Ladia. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Ladia. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by Ladia. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Ladia. Escort: lost warrior (level 5 of Dreadfell) | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | 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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2992. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 cleared out the fortress in southern Old Forest for the Assassin Lord. The Lord's Task | done |
You find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* You met with Explorer Merek, who told you about the corruption of the Oyze . * You told Explorer Merek, you would help him. * Summon Laza Vayan by entering the secret chamber inside the corrupted temple to the south of The Oyze. | 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 within15 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou failed to escort Raimundus safely to the Bazaar. The poor chap died on the way. | failed |
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
On feet | Cuthozilaromirin the pair of drakeskin leather boots (0 def, 5 armour) Cuthozilaromirin the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind Changes stats: +12 Dex / +10 Mag / +15 Wil / +10 Cun / +12 Con / +15 Lck Changes resistances: +14% cold / +15% fire Changes resistances penetration: +15% arcane / +10% physical Changes damage: +12% arcane / +12% blight Critical mult.: +10.00% Stealth bonus: +13 Physical save: +40 (+8 eff.) Spell save: +27 (+5 eff.) Mental save: +34 (+6 eff.) Stamina each turn: +1.30 Mana each turn: +0.48 Vim when firing critical spell: +3.00 Maximum mana: +60.00 Maximum stamina: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Quiver | 1577 alchemist agate 1577 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Sileranne SilerannePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes stats: +2 Wil Changes resistances: +6% blight / +7% darkness Changes resistances penetration: +10% mind / +6% all Changes damage: +9% mind / +3% temporal Critical mult.: +5.00% Mental save: +7 (+1 eff.) Blindness immunity: +23% Confusion immunity: +13% Hate when firing a critical mind attack: +5.00 Maximum life: +47.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +8 Infravision radius: +4 See stealth: +18 See invisible: +22 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 75 for 7 turns. The radius will increase with your Cunning. 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 | Poryvena (3 def, 0 armour) Poryvena (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical power: +6 (+2 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +10 Mag / +7 Wil / +7 Cun / +10 Con Changes resistances: +16% lightning / +16% temporal / +12% light / +16% fire / +16% nature / +14% acid / +16% blight / +16% cold / +35% mind / +14% darkness Changes resistances penetration: +15% physical Changes damage: +36% arcane / +40% mind Critical mult.: +6.00% Reduces incoming crit damage: 10.00% Physical save: +24 (+5 eff.) Mental save: +20 (+3 eff.) Life regen: +6.00 Stamina each turn: +0.80 Mana each turn: +5.40 Psi each turn: +0.40 Mana when hit: +4.30 Maximum mana: +330.00 Maximum psi: +35.00 Spellpower: +19 (+3 eff.) Mindpower: +22 (+4 eff.) Mental crit. chance: +10% Damage Shield Power: +15% It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 6.5 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | iron pickaxe 'Olezor' (dig speed 8 turns) iron pickaxe 'Olezor' (dig speed 8 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Changes resistances: +7% darkness / +9% cold Changes damage: +7% mind / +6% fire Damage affinity(heal): +15% darkness Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +12 (+2 eff.) Teleport immunity: +10% Only die when reaching: -80.00 life Maximum life: +22.00 Maximum stamina: +17.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Saleldatira' voratun ring 'Saleldatira'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +36 (+9 eff.) Armour penetration: +2 Physical power: +39 (+10 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +20 Dex / +27 Cun / +6 Con Changes resistances: +40% lightning Changes resistances penetration: +10% blight Changes damage: +20% lightning / +3% physical / +8% all Maximum encumbrance: +20 Spell save: +19 (+4 eff.) Stamina each turn: +0.80 Hate when firing a critical mind attack: +3.00 Maximum stamina: +22.00 Maximum hate: +15.00 Spellpower: +34 (+5 eff.) Mindpower: +35 (+6 eff.) Healing mod.: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
On fingers | Dazzlewill the stralite ring Dazzlewill the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +28 (+7 eff.) Armour penetration: +15 Physical power: +29 (+7 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +1 Str / +10 Dex / +4 Mag / +26 Wil / +35 Cun / +1 Con Changes resistances penetration: +5% blight Changes damage: +6% light / +8% all Grants telepathy: Dragon Humanoid/Orc Mental save: +18 (+3 eff.) Disarm immunity: +44% Pinning immunity: +34% Stun/Freeze immunity: +44% Knockback immunity: +44% Life regen: +3.70 Maximum life: +35.00 Spellpower: +43 (+6 eff.) Mindpower: +48 (+8 eff.) Light radius: +2 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 away 4 grids from your target. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Darknoon' drakeskin leather belt 'Darknoon' Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +25 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 darkness / 4 mind Changes stats: +5 Dex / +4 Wil / +5 Cun Changes resistances penetration: +10% all Changes damage: +6% darkness Critical mult.: +10.00% Physical save: +34 (+7 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +100.00 Maximum mana: +59.00 Maximum stamina: +56.00 Maximum hate: +21.00 Maximum psi: +35.00 Maximum vim: +37.00 Maximum pos.energy: +33.00 Maximum neg.energy: +31.00 Mindpower: +13 (+2 eff.) Mental crit. chance: +12% Reduces paradox anomalies(equivalent to willpower): +17 It can be used to create a temporary shield that absorbs 359 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
In main hand | Bleakwisp the dragonbone starstaff (40-48 power, 6 apr, darkness element) Bleakwisp the dragonbone starstaff (40-48 power, 6 apr, darkness 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: 40.0 - 48.0 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% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +8 arcane When wielded/worn: Physical crit. chance: +14.0% Armour: +12 Armour Hardiness: +11% Effects on melee hit: * 33% chance to disease Damage (Melee): 29 arcane Changes stats: +20 Mag / +13 Wil / +9 Cun / +10 Con Changes resistances: +18% temporal / +21% darkness / +5% arcane Changes resistances penetration: +10% temporal / +15% arcane / +5% darkness Changes damage: +40% darkness Talent granted: +1 Command Staff Critical mult.: +29.00% Physical save: +12 (+2 eff.) Spell save: +6 (+1 eff.) Vim when firing critical spell: +23.00 Maximum mana: +331.00 Maximum vim: +122.00 Maximum neg.energy: +47.00 Spellpower: +68 (+10 eff.) Spell crit. chance: +19% Defense after a teleport: +34 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +21 Staves designed for wielders of magic, by the greats of the art. |
On hands | Islawe the voratun gauntlets (0 def, 15 armour) Islawe the voratun gauntlets (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Damage (Melee): 15 nature Damage when hit (Melee): 12 blight Changes stats: +9 Str / +9 Dex / +12 Mag / +3 Wil / +16 Cun Changes resistances: +6% blight / +10% light / +8% darkness / +9% nature Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +10% nature Talent cooldown: Double Strike (-2 turns) Physical save: +28 (+6 eff.) Mental save: +29 (+5 eff.) Mana each turn: +0.69 Maximum life: +156.00 Maximum vim: +10.00 Spellpower: +31 (+4 eff.) Spell crit. chance: +23% Infravision radius: +1 Damage Shield penetration: +20% It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 235.38 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +22% all Spell save: +18 (+4 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | elven-silk cloak 'Voroldalrathra' (3 def, 0 armour) elven-silk cloak 'Voroldalrathra' (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 acid / 4 arcane Changes stats: +18 Str / +7 Dex / +12 Mag / +18 Wil / +14 Cun / +18 Con Changes resistances: +3% light / +13% blight / +6% mind / +20% nature / +9% darkness Changes resistances penetration: +10% acid Changes damage: +6% acid Physical save: +15 (+3 eff.) Spell save: +30 (+6 eff.) Cut immunity: +20% Disarm immunity: +15% Life regen: +2.80 Maximum life: +110.00 Maximum mana: +148.00 Mental crit. chance: +8% Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stralite amulet 'Erasus' stralite amulet 'Erasus'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +21 Defense: +31 (+8 eff.) Fatigue: -9% Changes stats: +8 Dex / +10 Mag / +5 Wil / +18 Cun / +9 Con Changes resistances: +38% mind Changes resistances cap: +18% all Changes resistances penetration: +5% arcane Changes damage: +8% physical / +6% temporal / +8% darkness / +8% light Physical save: +60 (+11 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+2 eff.) Poison immunity: +15% Silence immunity: +30% Confusion immunity: +63% Pinning immunity: +5% Life regen: +1.30 Stamina each turn: +0.80 Mana each turn: +0.41 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -20.00 life Maximum mana: +51.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +13 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 208.02 physical damage and 413.26 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
wild infusion of the warrior (resist 25%; cure physical) wild infusion of the warrior (resist 25%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 40%; cure magical, physical) wild infusion of the wizard (resist 40%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 40% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 36%; cure physical) wild infusion of the wizard (resist 36%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (958.00 temporal damage, removed from time 4 turns) Rune of the Rift (958.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1408.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 10)controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 807 for 4 turns) shielding rune of the sneak (absorb 807 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 807 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 ability. |
shielding rune of the titan (absorb 682 for 8 turns) shielding rune of the titan (absorb 682 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 682 damage for 8 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bethavea BethaveaPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 7% chance to blind * 9% chance to inflict damage reduction Changes stats: +4 Cun / +4 Mag Changes resistances: +6% mind Changes resistances penetration: +10% acid / +10% mind Changes damage: +3% acid / +9% light / +9% darkness / +6% mind Amulets can have magical properties. |
Foglord FoglordInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +14 (+4 eff.) Fatigue: -15% Damage when hit (Melee): 23 darkness / 4 light Changes stats: +16 Dex / +11 Wil / +14 Cun / +13 Con / +14 Lck Changes resistances: +22% darkness / +22% temporal / +19% light / +12% fire Changes resistances penetration: +5% fire Changes damage: +15% darkness Mental save: +11 (+2 eff.) Blindness immunity: +38% Confusion immunity: +19% Pinning immunity: +38% Knockback immunity: +36% Life regen: +2.20 Stamina each turn: +1.90 Mindpower: +10 (+2 eff.) Light radius: +2 Movement speed: +20% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Mysterious Symbol Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
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 (+1 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... |
Isadann the copper ring Isadann the copper ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +4 Cun / +2 Con Changes resistances: +6% blight Reduces incoming crit damage: 5.00% Spell save: +12 (+2 eff.) Silence immunity: +24% Mana each turn: +0.14 Maximum stamina: +11.00 Spellpower: +6 (+1 eff.) Infravision radius: +3 Rings can have magical properties. |
Tulorig the copper ring Tulorig the copper ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +1 Dex / +2 Con Changes resistances: +24% cold Changes resistances penetration: +15% acid Changes damage: +12% cold / +5% all Spell save: +12 (+2 eff.) Life regen: +0.70 Maximum life: +48.00 Maximum stamina: +14.00 Spellpower: +15 (+2 eff.) Mindpower: +13 (+2 eff.) Light radius: +3 Healing mod.: +14% Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
stralite ring 'Bloombender' stralite ring 'Bloombender'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Str / +1 Dex / +5 Mag / +6 Wil / +1 Con Changes resistances: +28% darkness Changes resistances penetration: +10% mind Changes damage: +14% darkness / +3% nature / +5% all Grants telepathy: Humanoid/Orc Spell save: +10 (+2 eff.) Mental save: +12 (+2 eff.) Spellpower: +15 (+2 eff.) Mindpower: +15 (+2 eff.) See invisible: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of projection (40-52 power, 9 apr)quick voratun dagger of projection (40-52 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Damage (Melee): +13 mind When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +4 Dex It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace (45-63 power, 6 apr)voratun mace (45-63 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun mace of projection (46-64.4 power, 6 apr)warbringer's voratun mace of projection (46-64.4 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +15 mind When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +34% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. epiphanous living mindstar of venom (18-19.8 power, 40 apr, mind damage)epiphanous living mindstar of venom (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 acid Changes resistances: +20% acid Changes resistances penetration: +20% acid Changes damage: +20% acid / +25% mind Life regen: +1.60 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Darkvice the dragonbone vilestaff (30-36 power, 6 apr, blight element) Darkvice the dragonbone vilestaff (30-36 power, 6 apr, blight 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 2) on crit: +8 darkness When wielded/worn: Defense: +22 (+6 eff.) Effects on melee hit: * 15% chance to daze * 30% chance to inflict damage reduction Damage (Melee): 9 % chance of confusion Damage when hit (Melee): 8 darkness Changes resistances: +6% lightning Changes resistances penetration: +5% darkness Changes damage: +30% blight / +6% darkness Talent granted: +1 Command Staff Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +53 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +23% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Elyldann the Furnacestone (42-50.4 power, 6 apr, cold element) Elyldann the Furnacestone (42-50.4 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 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% Damage (Melee): +16 blight Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 arcane When wielded/worn: Effects on melee hit: * 10% chance to disease Damage (Melee): 59 fire Damage when hit (Melee): 8 blight / 12 fire Changes stats: +10 Mag / +9 Cun / +10 Con Changes resistances: +5% arcane Changes damage: +6% fire / +6% arcane / +42% cold Talent granted: +1 Command Staff Critical mult.: +110.00% Mana each turn: +0.30 Vim when firing critical spell: +8.00 Maximum vim: +37.00 Maximum neg.energy: +50.00 Spellpower: +58 (+8 eff.) Spell crit. chance: +19% See invisible: +33 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Layena the Airream (30-36 power, 6 apr, acid element) Layena the Airream (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 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: +4 lightning When wielded/worn: Physical crit. chance: +13.0% Defense: +18 (+4 eff.) Damage (Melee): 31 fire / 12 % chance of confusion Damage when hit (Melee): 8 physical Changes stats: +6 Mag / +6 Wil / +3 Con Changes resistances: +15% acid Changes resistances penetration: +10% lightning / +15% mind / +15% acid Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +58.00% Mental save: +6 (+1 eff.) Life regen: +0.60 Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +110.00 Spellpower: +80 (+11 eff.) Spell crit. chance: +5% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% See invisible: +17 Damage Shield penetration: +39% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. greater dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element)greater dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. 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% When wielded/worn: Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Mana each turn: +0.34 Spellpower: +40 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone magestaff of breaching (30-36 power, 6 apr, arcane element)infernal dragonbone magestaff of breaching (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. 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% When wielded/worn: Damage (Melee): 27 fire Changes resistances penetration: +15% arcane Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +25 (+4 eff.) Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element)magewarrior's short dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 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% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.37 Spellpower: +42 (+6 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Polemina (39.5-55.3 power, 6 apr)Polemina (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +20 lightning / +18 temporal / +19 nature / +20 darkness Burst (radius 2) on crit: +8 blight Damage against: +20% Living When wielded/worn: Accuracy: +44 (+11 eff.) Armour penetration: +44 Physical crit. chance: +15.0% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid / 12 blight Changes stats: +14 Str / +7 Dex Changes resistances: +3% blight / +6% temporal / +9% fire Changes resistances penetration: +44% physical Changes damage: +3% acid / +66% physical Teleport immunity: +25% Stamina when hit: +5.00 One-handed war axes. |
Stokewitch (13 def, 13 armour) Stokewitch (13 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +13 (+3 eff.) Fatigue: -7% Damage when hit (Melee): 12 fire Changes stats: +4 Dex / +6 Wil / +10 Cun Changes resistances: +10% acid / +22% light / +35% fire / +39% cold / +9% lightning Changes resistances penetration: +10% lightning / +25% fire / +15% arcane / +20% light Changes damage: +15% arcane / +6% fire Critical mult.: +26.00% Stealth bonus: +15 Maximum mana: +97.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +8% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunsweeper the elven-silk cloak (30 def, 0 armour) Sunsweeper the elven-silk cloak (30 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +4 Str / +6 Dex / +2 Wil / +3 Cun Changes resistances: +9% acid / +8% fire / +8% cold / +7% lightning Changes resistances penetration: +10% light Changes damage: +3% light Reduces incoming crit damage: 10.00% Physical save: +37 (+7 eff.) Mental save: +12 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. wyrmwaxed elven-silk cloak (3 def, 0 armour)wyrmwaxed elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% acid / +10% fire / +10% cold / +8% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's elven-silk robe of power (5 def, 0 armour) dreamer's elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% mind / +27% darkness Changes damage: +20% all Physical save: +19 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +40 (+7 eff.) Spellpower: +16 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe (3 def, 0 armour)stargazer's silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes damage: +17% light / +17% darkness Spellpower: +9 (+1 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glimiwe the Lavaonslaught (0 def, 3 armour) Glimiwe the Lavaonslaught (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 fire Changes stats: +4 Wil / +3 Cun / +8 Con Changes resistances: +8% cold / +11% fire Changes resistances penetration: +8% physical / +5% nature / +20% fire Changes damage: +3% nature / +3% fire Physical save: +19 (+4 eff.) Mental save: +19 (+3 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tarrogarak the hardened leather gloves (0 def, 10 armour) Tarrogarak the hardened leather gloves (0 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Damage (Melee): 10 physical Changes stats: +3 Str / +2 Mag / +4 Wil / +7 Con Changes resistances: +3% blight Changes resistances penetration: +5% blight Changes damage: +6% arcane / +6% physical Talent mastery: +0.20 Technique / Grappling Physical save: +18 (+4 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +65% Life regen: +2.20 Stamina each turn: +1.10 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +18.00 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zeredur the rough leather gloves (0 def, 3 armour) Zeredur the rough leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +7 Armour: +3 Changes stats: +6 Dex / +3 Mag / +4 Cun Changes resistances: +3% darkness / +1% physical Confusion immunity: +10% Life regen: +1.90 Stamina each turn: +0.50 Psi each turn: +0.14 Only die when reaching: -40.00 life It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. scouring drakeskin leather gloves (0 def, 3 armour)scouring drakeskin leather gloves (0 def, 3 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 35% chance to reduce powers by 20% * 35 arcane resource burn Spell save: +22 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duskshine (3 def, 0 armour) Duskshine (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +2 Dex / +9 Mag / +10 Con Changes resistances: +8% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +7% acid / +8% darkness / +7% blight / +8% cold / +6% arcane / +40% mind Changes resistances penetration: +10% all Changes damage: +14% acid / +6% darkness / +14% cold / +35% arcane / +13% fire / +40% mind / +15% lightning Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Life regen: +5.60 Mana each turn: +3.00 Mana when hit: +2.70 Maximum mana: +83.00 Spellpower: +10 (+1 eff.) Light radius: +2 Infravision radius: +2 Damage Shield Power: +14% It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 6.5 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. champion's drakeskin leather cap (0 def, 5 armour)champion's drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Wil Mental save: +14 (+2 eff.) Light radius: +2 A cap made of leather. |
elven-silk wizard hat 'Cherak' (3 def, 0 armour) elven-silk wizard hat 'Cherak' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +8 Wil Changes resistances: +7% lightning / +5% temporal / +7% light / +6% fire / +7% nature / +6% acid / +7% blight / +6% cold / +20% mind / +6% darkness Changes resistances penetration: +10% all Changes damage: +41% mind Critical mult.: +20.00% Mental save: +3 (+0 eff.) Life regen: +5.40 Psi each turn: +0.21 Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Damage Shield Power: +13% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour (5 def, 10 armour)searing voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 14 acid / 14 fire Changes resistances: +23% acid / +29% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of delving (9 def, 26 armour)hardened voratun plate armour of delving (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +9 Str Changes resistances: +12% acid / +27% physical / +20% darkness / +13% fire / +13% cold / +12% lightning Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun shield of patience (12 def, 3 armour, 194.5 block)voratun shield of patience (12 def, 3 armour, 194.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 temporal Changes resistances: +19% temporal Talent granted: +5 Block It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (649) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 47%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. wintry voratun shield of earthen fury (12 def, 17 armour, 204.5 block)wintry voratun shield of earthen fury (12 def, 17 armour, 204.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice Changes stats: +4 Wil Changes resistances: +18% physical / +20% cold Talent granted: +5 Block Handheld deflection devices. |
3 black pearl 3 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 hematite 9 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Life regen 4% of max life Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
4 obsidian 4 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
1523 alchemist agate 1523 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
13 diamond 13 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (212 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Wil / +4 Mag Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 32 power out of 35/35) : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Dragon Lair Treasure Map: Dragon Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a dragon lair full of treasures and danger beneath the Lost Dwarven Kingdom of Reknor. (*USE* it while being inside Reknor). Warning: This location is very dangerous. |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Secret Tunnels Treasure Map: Secret Tunnels0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
Treasure Map: Treasure Room Treasure Map: Treasure Room0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
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. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage 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, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 enormous geode 7 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
11 geode 11 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
3 large geode 3 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
4 small geode 4 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used as an alchemist bomb: Additional 10 physical damage Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
5 kunzite 5 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
6 sugilite 6 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. volcanic dragonbone wand of clairvoyance [power 16] (6 cooldown)volcanic dragonbone wand of clairvoyance [power 16] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +5 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Additional 10 bright light damage Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. |
8 tiger's eye 8 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Additional 30 bright light damage Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. |
Achievements
By Ladia the Homosuperior Archmage level 90
43rd Pyre 123rd year of Ascendancy at 02:51 see stats
By Ladia the Homosuperior Archmage level 36
59th Dusk 122nd year of Ascendancy at 01:45 see stats
By Ladia the Homosuperior Archmage level 87
26th Pyre 123rd year of Ascendancy at 11:05 see stats
By Ladia the Homosuperior Archmage level 70
67th Regrowth 123rd year of Ascendancy at 23:29 see stats
By Ladia the Homosuperior Archmage level 59
27th Regrowth 123rd year of Ascendancy at 20:24 see stats
By Ladia the Homosuperior Archmage level 90
40th Pyre 123rd year of Ascendancy at 20:05 see stats
By Ladia the Homosuperior Archmage level 40
65th Haze 122nd year of Ascendancy at 11:45 see stats
By Ladia the Homosuperior Archmage level 40
65th Haze 122nd year of Ascendancy at 11:48 see stats
By Ladia the Homosuperior Archmage level 44
77th Haze 122nd year of Ascendancy at 03:58 see stats
By Ladia the Homosuperior Archmage level 19
5th Mirth 122nd year of Ascendancy at 13:51 see stats
By Ladia the Homosuperior Archmage level 36
59th Dusk 122nd year of Ascendancy at 00:37 see stats
By Ladia the Homosuperior Archmage level 10
74th Pyre 122nd year of Ascendancy at 21:14 see stats
By Ladia the Homosuperior Archmage level 20
6th Mirth 122nd year of Ascendancy at 12:33 see stats
By Ladia the Homosuperior Archmage level 30
55th Dusk 122nd year of Ascendancy at 05:41 see stats
By Ladia the Homosuperior Archmage level 40
55th Haze 122nd year of Ascendancy at 08:55 see stats
By Ladia the Homosuperior Archmage level 50
79th Haze 122nd year of Ascendancy at 04:56 see stats
By Ladia the Homosuperior Archmage level 11
74th Pyre 122nd year of Ascendancy at 22:29 see stats
By Ladia the Homosuperior Archmage level 71
69th Regrowth 123rd year of Ascendancy at 09:42 see stats
By Ladia the Homosuperior Archmage level 44
73rd Haze 122nd year of Ascendancy at 00:19 see stats
By Ladia the Homosuperior Archmage level 56
5th Regrowth 123rd year of Ascendancy at 17:23 see stats
By Ladia the Homosuperior Archmage level 24
38th Dusk 122nd year of Ascendancy at 11:04 see stats
By Ladia the Homosuperior Archmage level 11
77th Pyre 122nd year of Ascendancy at 05:19 see stats
By Ladia the Homosuperior Archmage level 36
59th Dusk 122nd year of Ascendancy at 01:45 see stats
By Ladia the Homosuperior Archmage level 60
28th Regrowth 123rd year of Ascendancy at 00:20 see stats
By Ladia the Homosuperior Archmage level 61
34th Regrowth 123rd year of Ascendancy at 02:53 see stats
By Ladia the Homosuperior Archmage level 27
41st Dusk 122nd year of Ascendancy at 23:03 see stats
By Ladia the Homosuperior Archmage level 15
4th Mirth 122nd year of Ascendancy at 03:12 see stats
By Ladia the Homosuperior Archmage level 32
57th Dusk 122nd year of Ascendancy at 06:36 see stats
By Ladia the Homosuperior Archmage level 86
25th Pyre 123rd year of Ascendancy at 17:58 see stats
Log
Ladia is free from the weakness disease.
Ladia is no longer surging arcane power.
Acid Splash from Salymira the worm that walks hits Ladia for 7 acid damage.
Epidemic from Salymira the worm that walks hits Ladia for 82 blight damage.
Rotting Disease from Salymira the worm that walks hits Ladia for 220 blight damage.
Worm Rot from Salymira the worm that walks hits Ladia for 55 blight, 46 acid (100 total damage).
Ladia receives 115 healing.
You fail to use Waters of Life due to your equilibrium!
Carrion worm mass diseases Ladia.
Carrion worm mass misses Ladia.
Crimson ooze is free from the decrepitude disease.
Epidemic from Salymira the worm that walks hits Crimson ooze for 235 blight damage.
Weakness Disease from Salymira the worm that walks hits Crimson ooze for 282 blight damage.
Salymira the worm that walks casts Virulent Disease.
Ladia is afflicted by a decrepitude disease!
Salymira the worm that walks performs a melee critical strike against Ladia!
The diseases of Salymira the worm that walks spread!
Crimson ooze is afflicted by a decrepitude disease!
Carrion worm mass resists the disease!
Carrion worm mass resists the disease!
Salymira the worm that walks drains life from Ladia!
Salymira the worm that walks performs a melee critical strike against Ladia!
Ladia resists the mind attack!
Salymira the worm that walks drains life from Ladia!
Salymira the worm that walks resists the mind attack!
Salymira the worm that walks HEALS from blight damage!
Salymira the worm that walks hits Ladia for 177 physical, 7 acid, 7 light, 50 blight, 190 physical, 4 mind, 50 blight (485 total damage).
Ladia hits Salymira the worm that walks for 20 healing, 8 darkness, 1 acid, 6 blight, 9 healing, 60 arcane, 31 mind, 61 light, 20 healing, 8 darkness, 1 acid, 6 blight, 9 healing, 60 arcane, 16 mind, 61 light (319 total damage) [58 healing].
You fail to use Waters of Life due to your equilibrium!
Saving game...