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 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: Allow Respec Anywhere 1.2.3Monk 1.1.5Monk for versions b42 and above. 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. 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 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. 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. Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. 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: Items Vault 1.3.0Donators/Buyers bonus! 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. 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. 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. 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 | Faerie |
Class | Rogue |
Level / Exp | 186 / 94% |
Size | small |
Lifes / Deaths | Killed by Eleldata the dying large brown snake at level 8 on the 76th Pyre 122nd year of Ascendancy at 11:35 3 / 4Killed by Eleldata the dying large brown snake at level 9 on the 76th Pyre 122nd year of Ascendancy at 14:05 Killed by elven cultist at level 18 on the 1st Dusk 122nd year of Ascendancy at 13:26 Killed by Emata the elven guard's temporal clone at level 91 on the 46th Haze 123rd year of Ascendancy at 14:52 |
Primary Stats
Strength | 206 (base 100) |
Dexterity | 175 (base 100) |
Constitution | 202 (base 100) |
Magic | 142 (base 100) |
Willpower | 188 (base 100) |
Cunning | 199 (base 100) |
Resources
Mana | 2400/2400 |
Equilibrium | 0 |
Life | 9415/9415 |
Positive | 0/613 |
Stamina | 1138/1138 |
Healing Factor | 1.72 |
Regeneration | 101.26016611763 |
Speed
Mental | +30% |
Attack | +30% |
Movement | +336.9593790708% |
Spell | +30% |
Global | +104.8% |
Vision
Sight | 12 |
Lite | -981 |
Infravision | 34 |
See Stealth | 25 |
See Invisible | 55 |
Stealth | 182.57806618575 |
Offense: Mainhand
Damage | 618 |
Accuracy | 148 |
Crit Chance | 212% |
APR | 194 |
Speed | 0.77 |
Offense: Offhand
Damage | 542 |
Accuracy | 148 |
Crit Chance | 210% |
APR | 193 |
Speed | 0.69 |
Offense: Spell
Spellpower | 95.4 |
Crit Chance | 100% |
Speed | 0.76923076923077 |
Offense: Mind
Mindpower | 127.88571428571 |
Crit Chance | 100% |
Speed | 0.76923076923077 |
Offense: Damage Bonus
All | +33% |
Offense: Damage Penetration
All | +57% |
Defense: Base
Armour (hardiness) | 111 (40%) |
Defense | 191.14048836114 |
Ranged Defense | 196.14048836114 |
Fatigue | 0 |
Physical Save | 131.80357142857 |
Spell Save | 137.33214285714 |
Mental Save | 142.409375 |
Defense: Resistances
All | + 98%( 77%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 57% |
Poison Resistance | 5% |
Blind Resistance | 40% |
Silence Resistance | 10% |
Bleed Resistance | 30% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 5% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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 30% 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: 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 mental or physical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 498 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 815 damage for 7 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 23 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. |
Class Talents
Cunning / Stealth | 1.70 |
| 18/5 |
| 18/5 |
| 4/5 |
| 18/5 |
Cunning / Poisons | 1.50 |
| 18/5 |
| 18/5 |
| 1/5 |
| 10/5 |
Technique / Combat veteran | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Cunning / Lethality | 1.30 |
| 18/5 |
| 1/5 |
| 18/5 |
| 14/5 |
Cunning / Trapping | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 14/5 |
| 18/5 |
| 6/5 |
| 18/5 |
Cunning / Dirty fighting | 1.30 |
| 12/5 |
| 18/5 |
| 1/5 |
| 18/5 |
Technique / Combat techniques | 1.30 |
| 13/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Technique / Dual techniques | 1.85 |
| 18/5 |
| 18/5 |
| 18/5 |
| 14/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 13/5 |
| 1/5 |
| 18/5 |
| 18/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 18/5 |
| 0/5 |
Race / Faerie | 1.00 |
| 18/5 |
| 11/5 |
| 11/5 |
| 16/5 |
Technique / Combat training | 1.70 |
| 18/5 |
| 1/5 |
| 18/5 |
| 0/5 |
| 18/5 |
Wild-gift / Harmony | 1.00 |
| 4/5 |
| 1/5 |
| 18/5 |
| 18/5 |
Spell / Stone alchemy | 0.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 0.80 |
| 18/5 |
| 18/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 1/5 |
| 6/5 |
| 12/5 |
| 6/5 |
Cunning / Scoundrel | 1.75 |
| 18/5 |
| 18/5 |
| 3/5 |
| 18/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Precision |
talent | Vulnerability Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Crippling Poison |
talent | Lacerating Strikes |
talent | Chant of Resistance |
beneficial effect | Parrying melee attacks: Has a 79% chance to deflect up to 389 damage from the next 3.6 attack(s). Parrying |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +317% Defense: +147 Avoidance of some traps. |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
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 |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the injured seer from death by headless horror. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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: 3597. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You 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. * You went to an unholy site, summoned up an archdemon prince's bastardson, put him to eternal rest and picked up the Vial of Molten Water. * You returned the Vial of Molten Water to Explorer Merek. | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within2 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Grinulabar the Abyssraptor (66 def, 5 armour) Grinulabar the Abyssraptor (66 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 Defense: +66 (+11 eff.) Ranged Defense: +19 (+2 eff.) Fatigue: +5% Changes stats: +10 Str / +8 Dex / +9 Mag / +23 Wil / +11 Cun / +32 Con / +11 Lck Changes resistances: +9% mind / +3% fire Changes resistances penetration: +10% mind / +18% physical Changes damage: +10% physical / +6% arcane / +6% mind Critical mult.: +10.00% Stealth bonus: +15 Physical save: +50 (+7 eff.) Mental save: +83 (+10 eff.) Mana each turn: +1.20 Hate when firing a critical mind attack: +2.00 Maximum mana: +120.00 Spell crit. chance: +10% Mindpower: +20 (+3 eff.) Movement speed: +20% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 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 34 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | 1279 alchemist agate 1279 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Arafast the Pusstrider Arafast the PusstriderPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +57 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Armour: +8 Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 fire Changes stats: +8 Mag / +7 Wil / +10 Cun Changes resistances: +10% fire / +15% darkness / +9% temporal Changes resistances penetration: +10% blight / +57% all Changes damage: +14% light Damage affinity(heal): +5% light Critical mult.: +20.00% Physical save: +30 (+4 eff.) Spell save: +20 (+3 eff.) Mental save: +48 (+6 eff.) Poison immunity: +5% Confusion immunity: +20% Stun/Freeze immunity: +20% Spellpower: +17 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +11% Light radius: +15 Infravision radius: +9 See stealth: +25 See invisible: +25 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Sun Flare, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 127.18 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Prismrune (0 def, 11 armour) Prismrune (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+2 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 12 light / 10 physical Changes stats: +36 Str / +26 Dex / +9 Cun / +22 Con Changes resistances: -40% light Changes damage: +15% light / +6% mind Physical save: +15 (+2 eff.) Mental save: +43 (+5 eff.) Life regen: +8.00 Mindpower: +4 (+1 eff.) Infravision radius: +4 See invisible: +15 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4888.6 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | Lavabane the drakeskin leather gloves (0 def, 25 armour) Lavabane the drakeskin leather gloves (0 def, 25 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 (+2 eff.) Armour: +25 Armour Hardiness: +10% Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 35 mind / 39 darkness Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +4 Wil / +15 Con Changes resistances: +11% physical Changes damage: +3% fire Talent mastery: +0.20 Technique / Grappling Spell save: +10 (+1 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +50% Mana each turn: +0.20 Vim when firing critical spell: +2.00 Maximum life: +45.00 Maximum mana: +20.00 Mindpower: +9 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Isluldamira the Cloudwild (dig speed 15 turns) Isluldamira the Cloudwild (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +3 Defense: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 40% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +3 Str Changes resistances: +6% acid / +6% physical / +3% darkness / +11% nature / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% nature When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 5.2 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Sparkpunish the gold ring Sparkpunish the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +25 (+3 eff.) Defense: +14 (+2 eff.) Effects on melee hit: * 30% chance to daze * 16% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +20 Cun / +4 Mag Changes resistances: +12% acid / +1% physical / +3% light / +3% temporal Changes resistances penetration: +10% lightning Changes damage: +7% all Physical save: +6 (+1 eff.) Stun/Freeze immunity: +35% Life regen: +2.50 Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Spellpower: +36 (+7 eff.) Mindpower: +20 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
On fingers | Ebonyradiance the voratun ring Ebonyradiance the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +34 (+4 eff.) Armour penetration: +31 Physical power: +61 (+7 eff.) Defense: +34 (+6 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 darkness / 8 mind Changes stats: +9 Str / +11 Wil / +8 Cun / +9 Con Changes resistances: +20% temporal Changes damage: +16% all / +20% temporal Physical save: +18 (+3 eff.) Spell save: +18 (+3 eff.) Mental save: +37 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Maximum psi: +10.00 Spellpower: +52 (+9 eff.) Mindpower: +65 (+9 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Scumlash the voratun amulet Scumlash the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour: +8 Defense: +29 (+5 eff.) Fatigue: -20% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 14% chance to inflict damage reduction Damage when hit (Melee): 4 fire Changes stats: +20 Lck / +6 Wil Changes resistances: +9% acid / +3% darkness / +39% fire / +30% cold / +9% light Changes resistances cap: +7% all Changes damage: +15% light / +15% blight / +15% fire / +12% nature / +15% darkness Talent masteries: +0.35 Technique / Dual techniques +0.35 Cunning / Scoundrel Critical mult.: +20.00% Physical save: +52 (+7 eff.) Spell save: +45 (+6 eff.) Mental save: +40 (+5 eff.) Blindness immunity: +40% Disarm immunity: +35% Confusion immunity: +27% Pinning immunity: +5% Life regen: +9.00 Spellpower: +14 (+3 eff.) Mindpower: +15 (+2 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
In main hand | Belann the voratun dagger (48-62.4 power, 10 apr) Belann the voratun dagger (48-62.4 power, 10 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 48.0 - 62.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 temporal / +8 physical / +16 nature / +40 mind Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +24 Physical crit. chance: +34.0% Physical power: +12 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 4 physical Changes stats: +10 Cun / +11 Wil Changes resistances: +7% all Changes resistances penetration: +13% acid / +12% physical / +14% lightning / +24% fire / +12% nature / +12% cold Changes damage: +6% mind / +9% physical Critical mult.: +16.00% Maximum encumbrance: +90 Stamina each turn: +0.40 Only die when reaching: -40.00 life Global speed: +5% Healing mod.: +10% Sharp, short and deadly. |
Around waist | Greenoblivion the drakeskin leather belt Greenoblivion the drakeskin leather beltPowered by arcane forces Infused by nature 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% Physical power: +12 (+2 eff.) Armour: +31 Defense: +50 (+8 eff.) Damage when hit (Melee): 12 physical Changes stats: +11 Dex / +12 Cun / +2 Con / +20 Lck Changes resistances: +15% fire / +9% nature / +15% cold Changes resistances penetration: +16% physical Changes damage: +12% nature / +24% physical Critical mult.: +30.00% Reduces incoming crit damage: 10.00% Trap disarming bonus: +54 Stealth bonus: +42 Physical save: +71 (+10 eff.) Mental save: +53 (+7 eff.) Cut immunity: +30% Silence immunity: +10% Maximum life: +197.00 Maximum mana: +80.00 Maximum stamina: +58.00 Maximum hate: +20.00 Maximum psi: +35.00 Maximum vim: +40.00 Maximum pos.energy: +28.00 Maximum neg.energy: +37.00 Spellpower: +12 (+2 eff.) Mindpower: +12 (+2 eff.) Infravision radius: +11 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
In off hand | stralite dagger 'Stormgash' (38.5-50.05 power, 9 apr) stralite dagger 'Stormgash' (38.5-50.05 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease * 24% chance to daze * 40% chance to gain 10% of a turn * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +8 lightning / +11 blight / +12 temporal Burst (radius 1) on hit: +12 lightning / +14 fire / +4 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +30 (+4 eff.) Physical crit. chance: +29.0% Physical power: +17 (+2 eff.) Defense: +11 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour * 45% chance to daze Changes stats: +9 Str / +8 Dex / +3 Mag / +4 Wil / +4 Cun / +9 Con Changes resistances: +6% acid Changes resistances penetration: +26% lightning / +11% physical / +9% mind / +11% darkness Changes damage: +3% lightning / +7% physical Disease immunity: +24% Disarm immunity: +59% Stamina when hit: +2.00 Sharp, short and deadly. |
Cloak | elven-silk cloak 'Prismshaper' (13 def, 13 armour) elven-silk cloak 'Prismshaper' (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: Accuracy: +15 (+2 eff.) Armour penetration: +9 Armour: +13 Defense: +13 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +16 Str / +4 Dex / +12 Mag / +22 Wil / +6 Cun / +12 Con Changes resistances: +25% light / +24% fire / +15% blight / +30% cold / +20% nature / +50% darkness Changes resistances penetration: +40% darkness Changes damage: +48% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +29.00% Stealth bonus: +73 Physical save: +14 (+2 eff.) Spell save: -17 (-2 eff.) Mental save: +35 (+4 eff.) Life regen: +3.00 Stamina each turn: +1.40 Mana each turn: -0.60 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum life: +101.00 Maximum mana: +80.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +9% Light radius: +4 Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Aranor the Hellstalker (44 def, 7 armour) Aranor the Hellstalker (44 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +7 Defense: +44 (+7 eff.) Ranged Defense: +31 (+3 eff.) Fatigue: +8% Damage (Melee): 18 lightning Damage (Ranged): 18 lightning Damage when hit (Melee): 8 arcane Changes stats: +7 Str / +7 Dex / +3 Con Changes resistances: +52% lightning / +1% physical / +27% fire / +52% cold / +27% acid Changes resistances penetration: +10% arcane Changes damage: +10% all / +3% fire Critical mult.: +15.00% Maximum encumbrance: +30 Physical save: +17 (+2 eff.) Life regen: +11.30 Mana each turn: +0.12 Maximum life: +97.00 Maximum stamina: +10.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Combat speed: +30% Casting speed: +30% Mental speed: +30% Healing mod.: +26% Damage Shield penetration: +10% A suit of armour made of leather. |
Inventory
movement infusion of the duelist (1237% speed; 8 turns) movement infusion of the duelist (1237% speed; 8 turns)Infused by nature 0.10 Encumbrance. 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 increase movement speed by 1237% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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. |
regeneration infusion of the duelist (heal 655 over 5 turns) regeneration infusion of the duelist (heal 655 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 655 life over 5 turns. Its effects scale with your Dexterity 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. |
phase door rune of the titan (range 19; power 57; dur 4) phase door rune of the titan (range 19; power 57; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 9 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 18 and increasing your mindpower by 18 for 10 turns. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of inversion (45% damage affinity all for 9 turns) taint of inversion (45% damage affinity all for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Wrap twisted threads of time around you for 9 turns. You gain 45% damage affinity all and 45% of all damage you do is converted into healing. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Betylewe the Ebonytrencher Betylewe the EbonytrencherPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +28 (+4 eff.) Physical power: +7 (+1 eff.) Defense: +27 (+5 eff.) Effects on melee hit: * 48% chance to daze Damage when hit (Melee): 4 mind / 8 darkness Changes stats: +8 Str / +8 Dex / +4 Mag / +7 Wil / +5 Con / +28 Lck Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +5% mind Changes damage: +7% acid / +8% physical / +7% cold / +7% fire / +12% mind / +7% lightning Physical save: +14 (+2 eff.) Blindness immunity: +28% Life regen: +2.10 Maximum life: +55.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Infravision radius: +7 Sight radius: +2 See invisible: +11 Combat speed: +10% Reduce all damage from unseen attackers: 32% Amulets can have magical properties. |
Douridol the voratun amulet Douridol the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 temporal Changes stats: +17 Mag Changes resistances: +6% blight / +15% physical / +6% darkness Changes resistances penetration: +5% blight / +15% temporal Changes damage: +16% lightning / +14% temporal / +8% darkness / +41% fire / +16% acid / +5% physical / +30% blight / +14% cold / +8% light Talent masteries: +0.39 Technique / Dual techniques +0.39 Cunning / Scoundrel Critical mult.: +59.00% Stamina each turn: +1.00 Spellpower: +45 (+8 eff.) Spell crit. chance: +18% 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.) |
Odd Symbol Odd 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.) |
Talisman of Spirits Talisman of SpiritsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Poison immunity: +20% Disease immunity: +20% Cut immunity: +20% Maximum life: +50.00 Healing mod.: +20% Will bring you back from death, but only once! It can be used to activate talent Heal (costing 25 power out of 28/28) : Effective talent level: 3.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 707 life. The life healed will increase with your Mindpower. The beads of this necklace store the wisdom and spiritual power of its former possessor. By drawing on its power, its current possessor may return from the lands of the death to the living once. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 52 power out of 60/60) : Effective talent level: 1.6 Power cost: 52 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Veluwen the steel amulet Veluwen the steel amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +6 Str / +7 Dex / +4 Mag / +6 Wil / +3 Con Changes damage: +5% acid / +5% physical / +5% darkness / +5% light / +5% temporal / +5% cold / +5% fire / +5% lightning Physical save: +20 (+3 eff.) Only die when reaching: -20.00 life Maximum stamina: +5.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Amulets can have magical properties. |
Xodhetta the Blazeburst Xodhetta the BlazeburstInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +26 (+3 eff.) Physical power: +12 (+2 eff.) Armour: +16 Defense: +39 (+7 eff.) Changes stats: +10 Str / +10 Dex / +16 Wil / +20 Lck Changes resistances: +3% lightning / +30% fire / +21% physical / +30% cold Changes resistances cap: +14% all Changes resistances penetration: +10% fire Changes damage: +6% fire / +10% physical Physical save: +52 (+7 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +80% Confusion immunity: +18% Stamina each turn: +0.70 Only die when reaching: -100.00 life Mindpower: +15 (+2 eff.) Infravision radius: +20 Sight radius: +4 See invisible: +23 Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.11 Cunning / Stealth) stabilizing copper amulet of mastery (0.11 Cunning / Stealth)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.11 Cunning / Stealth Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
Chafast ChafastPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +6 Mag / +10 Wil / +6 Cun Changes resistances: +9% darkness / +12% cold Maximum encumbrance: +28 Blindness immunity: +10% Poison immunity: +5% Spellpower: +6 (+1 eff.) Mindpower: +8 (+1 eff.) Rings can have magical properties. |
Corpsewilter the voratun ring =Blind+invis= Corpsewilter the voratun ring =Blind+invis=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Fatigue: -8% Changes stats: +9 Dex / +7 Mag / +7 Wil / +9 Cun / +5 Con Changes resistances: +9% acid / +3% nature Changes damage: +3% blight / +3% arcane Critical mult.: +10.00% Maximum encumbrance: +33 Spell save: +18 (+3 eff.) Blindness immunity: +99% Maximum stamina: +40.00 Spellpower: +32 (+6 eff.) Infravision radius: +12 See stealth: +49 See invisible: +46 Rings can have magical properties. |
Earorand the Lightningnight Earorand the LightningnightPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +7 (+1 eff.) Changes stats: +5 Str / +3 Dex / +5 Mag / +5 Wil / +5 Con Changes resistances penetration: +15% blight Changes damage: +3% lightning Spell save: +3 (+0 eff.) Mana each turn: +0.08 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Emelaith the Brightweeper Emelaith the BrightweeperPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +57 (+7 eff.) Armour penetration: +16 Physical power: +49 (+6 eff.) Defense: +23 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -10% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 12 acid Changes stats: +10 Str / +30 Dex / +16 Mag / +8 Wil / +50 Cun / +9 Con Changes resistances: +7% arcane / +15% blight Changes damage: +15% all Maximum encumbrance: +40 Blindness immunity: +45% Poison immunity: +5% Disease immunity: +10% Silence immunity: +10% Teleport immunity: +10% Spellpower: +68 (+12 eff.) Mindpower: +53 (+8 eff.) Infravision radius: +4 See stealth: +20 See invisible: +25 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. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
stralite ring 'Armistir' stralite ring 'Armistir'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: +28 (+4 eff.) Damage when hit (Melee): 8 acid Changes stats: +8 Str / +7 Mag / +8 Wil / +14 Cun / +11 Con Changes resistances: +17% mind / +3% physical Changes damage: +17% mind / +8% all Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Spell save: +29 (+4 eff.) Mental save: +13 (+2 eff.) Poison immunity: +10% Disarm immunity: +44% Confusion immunity: +44% Pinning immunity: +44% Knockback immunity: +42% Maximum life: +44.00 Spellpower: +29 (+6 eff.) Mindpower: +29 (+4 eff.) See invisible: +6 Rings can have magical properties. |
stralite ring 'Nightraven' stralite ring 'Nightraven'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +7 Mag / +14 Wil / +23 Cun Changes resistances: +34% fire Changes damage: +17% fire / +6% darkness / +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Stun/Freeze immunity: +38% Life regen: +3.60 Spellpower: +13 (+3 eff.) Mindpower: +25 (+4 eff.) Rings can have magical properties. |
Brenoromichik (50-65 power, 9 apr) Brenoromichik (50-65 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 50.0 - 65.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 63% chance to corrode armour * Random elemental explosion On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +26 acid / +20 cold Burst (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +33 (+4 eff.) Armour penetration: +11 Physical crit. chance: +27.0% Physical power: +11 (+1 eff.) Changes stats: +6 Str / +10 Dex / +2 Mag Changes resistances penetration: +36% acid / +36% fire / +35% lightning / +36% cold Changes damage: +9% acid / +11% physical Critical mult.: +15.00% Spell save: +12 (+2 eff.) Stamina when hit: +2.00 Maximum mana: +60.00 See invisible: +6 Sharp, short and deadly. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
acidic voratun dagger of massacre (50-65 power, 9 apr) acidic voratun dagger of massacre (50-65 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Sharp, short and deadly. |
balanced voratun dagger of massacre (44-57.2 power, 9 apr) balanced voratun dagger of massacre (44-57.2 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 44.0 - 57.2 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Disarm immunity: +22% Sharp, short and deadly. |
elemental voratun dagger of massacre (49.5-64.35 power, 9 apr) elemental voratun dagger of massacre (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +8% acid / +11% fire / +14% lightning / +14% cold Sharp, short and deadly. |
Alidin the Greenpain (16-17.6 power, 40 apr, nature damage) Alidin the Greenpain (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar will resonate with other psionic mindstars. This honing mindstar will focus other psionic mindstars. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 nature / +4 temporal Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 20 lightning / 7 mind / 10 darkness Changes stats: +4 Str / +4 Dex / +4 Mag / +8 Wil / +8 Cun / +4 Con Changes resistances: +20% lightning / +8% physical / +6% light / +10% blight / +9% fire / +10% mind / +3% nature Changes resistances penetration: +17% lightning / +7% physical / +37% mind / +29% darkness Changes damage: +24% acid / +10% physical / +57% darkness / +9% temporal / +13% nature / +89% mind / +20% lightning Physical save: +30 (+4 eff.) Spell save: +10 (+1 eff.) Mental save: +46 (+6 eff.) Blindness immunity: +5% Disease immunity: +25% Cut immunity: +15% Confusion immunity: +25% Equilibrium when hit: +9.90 Psi when hit: +2.50 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Damage Resonance (when hit): +25% 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. |
blooming living mindstar of frost (15.5-17.05 power, 40 apr, nature damage) blooming living mindstar of frost (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 17 ice Changes resistances: +20% cold Changes resistances penetration: +15% cold Changes damage: +19% cold Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 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. |
creative pulsing mindstar of life (13-14.3 power, 32 apr, nature damage) creative pulsing mindstar of life (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Cun Critical mult.: +21.00% Life regen: +1.70 Maximum life: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% 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. |
honing living mindstar of frost (16.5-18.15 power, 40 apr, mind damage) honing living mindstar of frost (16.5-18.15 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 honing mindstar will focus other psionic mindstars. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 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: Armour: +10 Damage when hit (Melee): 20 ice Changes stats: +3 Cun / +4 Wil Changes resistances: +20% cold / +9% physical Changes resistances penetration: +10% cold / +10% physical Changes damage: +19% cold / +10% physical Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
living mindstar 'Voidpiercer' (15.5-17.05 power, 40 apr, nature damage) living mindstar 'Voidpiercer' (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This psionic mindstar is wrathful to the hated. This natural mindstar summons a caller. This natural frost should be returned to the wyrm. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This psionic mindstar hates not to be wrathful. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 arcane Burst (radius 1) on hit: +8 blight When wielded/worn: Armour: +10 Damage when hit (Melee): 18 ice / 10 darkness / 10 mind / 8 acid Changes stats: +8 Wil Changes resistances: +7% blight / +20% cold / +8% mind Changes resistances penetration: +12% cold / +21% mind / +15% darkness Changes damage: +10% acid / +20% lightning / +44% darkness / +3% arcane / +21% fire / +44% cold / +10% nature / +103% mind Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +8 (+1 eff.) Disease immunity: +21% Life regen: +1.80 Equilibrium when hit: +2.40 Psi when hit: +2.30 Mana when firing critical spell: +4.00 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum life: +50.00 Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +3% Mindpower: +37 (+5 eff.) Mental crit. chance: +41% Damage Resonance (when hit): +20% 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. |
resonating living mindstar of venom (16.5-18.15 power, 40 apr, mind damage) resonating living mindstar of venom (16.5-18.15 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 mindstar will resonate with other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 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): 15 acid Changes resistances: +6% mind / +18% acid Changes resistances penetration: +10% mind / +15% acid Changes damage: +10% mind / +20% acid Life regen: +2.00 Psi when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +21% 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. |
Belt of the Viperqueen Belt of the ViperqueenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +5 Cun Talent mastery: +0.30 Cunning / Poisons Poison immunity: +50% Many songs have been written about Lady Isabella Mansana. The so called Viperqueen had a passion for using deadly poisons to get rid of her numerous lovers. |
Brodemnir the drakeskin leather belt Brodemnir the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +3 Wil / +11 Cun / +10 Lck Changes resistances: +10% light / +13% darkness Changes resistances penetration: +10% arcane / +10% mind Reduced damage from: +45% Summoned Trap disarming bonus: +27 Stealth bonus: +12 Mental save: +8 (+1 eff.) Psi when hit: +0.04 Maximum hate: +4.00 Spellpower: +9 (+2 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +12% Infravision radius: +5 Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
Radiancejustice the rough leather belt Radiancejustice the rough leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +15% light Changes damage: +3% arcane / +3% light Trap disarming bonus: +10 Stealth bonus: +6 Life regen: +1.90 Infravision radius: +4 Healing mod.: +22% A belt that goes around your waist. |
Zubydhewe the drakeskin leather belt =Phys += Zubydhewe the drakeskin leather belt =Phys +=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Defense: +20 (+3 eff.) Changes stats: +5 Dex / +2 Wil / +6 Cun Changes resistances: +20% acid / +15% temporal / +20% cold / +20% fire / +3% mind / +34% lightning Changes resistances penetration: +20% physical Changes damage: +25% physical Stealth bonus: +12 Spell save: +28 (+4 eff.) Life regen: +3.60 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +10 (+2 eff.) Mental crit. chance: +10% Healing mod.: +30% Damage Shield penetration: +20% A belt that goes around your waist. |
rough leather belt of unlife =WATER= rough leather belt of unlife =WATER=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Corpsewish (26 def, 0 armour) Corpsewish (26 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +26 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +4 Dex / +28 Mag / +28 Wil / +4 Cun Changes resistances: +47% darkness / +9% nature / +6% light Changes resistances penetration: +40% darkness / +33% nature / +5% light Changes damage: +56% darkness / +3% light Stealth bonus: +35 Physical save: +30 (+4 eff.) Spell save: +30 (+4 eff.) Maximum mana: +153.00 Spell crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorpionwend the elven-silk cloak (38 def, 9 armour) Scorpionwend the elven-silk cloak (38 def, 9 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: Accuracy: +10 (+1 eff.) Armour penetration: +10 Armour: +9 Defense: +38 (+6 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 nature / 27 blight Changes stats: +12 Str / +18 Dex / +6 Wil / +12 Cun / +12 Con Changes resistances: +30% temporal / +50% light / +50% fire / +3% blight / +30% cold / +9% nature / +54% darkness Changes resistances penetration: +20% blight / +17% darkness / +10% nature Changes damage: +25% darkness / +18% nature Talent mastery: +0.80 Technique / Combat training Stealth bonus: +53 Physical save: +15 (+2 eff.) Spell save: -41 (-6 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +2.70 Mana each turn: -1.19 Mental crit. chance: +8% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wretchwire the elven-silk cloak (3 def, 0 armour) Wretchwire the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Dex / +6 Mag / +8 Wil / +6 Cun Changes damage: +6% blight Critical mult.: +48.00% Stealth bonus: +14 Spell save: +10 (+1 eff.) Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Airrot (60 def, 5 armour) Airrot (60 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 Defense: +60 (+10 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 arcane / 4 blight Changes stats: +4 Dex / +6 Wil / +4 Cun / +6 Con Changes resistances: +6% arcane Changes resistances penetration: +5% arcane / +10% physical Changes damage: +3% blight / +9% arcane / +3% lightning Maximum encumbrance: +50 Physical save: +30 (+4 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +7 (+1 eff.) It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 54 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Tildil (0 def, 11 armour) Tildil (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +6 Dex / +8 Mag / +4 Wil / +11 Lck Changes resistances: +6% fire / +21% temporal / +6% mind / +22% darkness Changes resistances penetration: +16% darkness / +16% temporal Reduces incoming crit damage: 5.00% Stealth bonus: +11 Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +10 (+1 eff.) Cut immunity: +40% Silence immunity: +76% Confusion immunity: +72% Pinning immunity: +10% Stun/Freeze immunity: +80% Lowers spell cool-downs by: 10% Infravision radius: +2 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 22 turns. A pair of boots made of leather. |
pair of rough leather boots 'Smolderhash' (0 def, 1 armour) pair of rough leather boots 'Smolderhash' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 fire Changes stats: +4 Str / +4 Dex / +2 Cun / +4 Con / +6 Lck Changes resistances: +6% fire Changes damage: +9% fire / +6% physical Reduces incoming crit damage: 15.00% Stealth bonus: +6 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Xetha the Gleamspawner (0 def, 3 armour) Xetha the Gleamspawner (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +50 (+6 eff.) Physical crit. chance: +19.0% Armour: +3 Effects on melee hit: * 47% chance to cause random gloom Damage (Melee): 13 lightning / 14 fire / 75 darkness / 52 mind Changes stats: +6 Str / +17 Dex / +5 Cun / +1 Con Changes resistances: +10% lightning / +8% fire / +3% acid Changes resistances penetration: +5% acid Changes damage: +11% lightning / +11% fire / +6% acid Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +15 (+2 eff.) Mental save: -10 (-1 eff.) Life regen: +12.00 Stamina each turn: +2.40 Psi each turn: +0.66 Spell crit. chance: +19% Mindpower: +16 (+2 eff.) Mental crit. chance: +18% It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Glorokira' (0 def, 3 armour) drakeskin leather gloves 'Glorokira' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 16 light / 11 acid Changes stats: +1 Str / +3 Dex / +1 Wil / +3 Con Changes resistances: +11% light / +8% acid Changes damage: +5% acid / +3% physical / +8% light Physical save: +29 (+4 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +44% Life regen: +3.10 Stamina each turn: +1.50 Maximum stamina: +30.00 Spell crit. chance: +4% It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 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. |
Zigorn the cashmere wizard hat (2 def, 0 armour) Zigorn the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Mag / +3 Con Changes resistances: +16% darkness / +9% blight Changes damage: +5% physical / +17% darkness / +3% blight / +3% light / +5% arcane / +3% temporal It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 4.0 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 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 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... |
rough leather cap 'Sun's kiss' (0 def, 1 armour) rough leather cap 'Sun's kiss' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +10 Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 light / 6 physical Changes stats: +3 Str / +6 Dex / +6 Cun Changes resistances: +20% light / +3% fire Changes damage: +3% light Light radius: +1 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4888.6 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 67, based on Cunning and Magic) for 10 turns, costing 43 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Glintpain (14 def, 6 armour) Glintpain (14 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Armour: +6 Defense: +14 (+2 eff.) Fatigue: +8% Changes resistances: +3% acid / +23% cold / +5% arcane / +12% light Changes resistances penetration: +5% acid / +5% light Changes damage: +6% light / +10% all Life regen: +16.80 Stamina each turn: +1.10 Maximum life: +44.00 Spell crit. chance: +5% Mental crit. chance: +5% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +40% Chance to avoid any damage: +8% It can be used to activate talent Second Wind, placing all other charms into a 31 cooldown : Effective talent level: 5.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1330 alchemist agate 1330 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
13 onyx 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
68 alchemist topaz 68 alchemist topaz0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Loridur (dig speed 5 turns) Loridur (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Str / +4 Dex / +3 Mag / +1 Wil / +4 Cun / +3 Con Changes resistances: +10% darkness / +25% nature Changes resistances penetration: +18% physical Changes damage: +16% nature Damage affinity(heal): +15% darkness Maximum life: +31.00 Maximum stamina: +24.00 Light radius: +4 Infravision radius: +13 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 emerald 11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 jade 13 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 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: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 turquoise 16 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +0 (+0 eff.) Changes stats: +0 Dex / +0 Mag Changes resistances: +0% blight Changes resistances cap: +0% blight Changes damage: +0% nature Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Torydin the dwarven lantern Torydin the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +29 Damage when hit (Melee): 4 blight / 12 arcane Changes stats: +8 Mag / +7 Wil / +9 Cun Changes resistances: +15% light Changes resistances penetration: +30% all Changes damage: +9% temporal / +15% darkness / +15% mind Damage affinity(heal): +5% darkness Critical mult.: +10.00% Mental save: +12 (+2 eff.) Blindness immunity: +50% Confusion immunity: +22% Vim when firing critical spell: +1.00 Maximum hate: +6.00 Maximum psi: +20.00 Maximum vim: +40.00 Spellpower: +21 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +14% Light radius: +15 Infravision radius: +14 See stealth: +22 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 68 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of illusion piercing dwarven lantern of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Defense: +15 (+3 eff.) Changes resistances penetration: +15% all Physical save: +20 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +19 (+2 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 31 power out of 35/35) : Effective talent level: 1.0 Power cost: 31 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Teardrop of the Elder Treant Teardrop of the Elder Treant0.00 Encumbrance. [Unique] Type: misc / misc When carried: Life regen: +1.00 Maximum life: +50.00 Healing mod.: +10% This marvellous green gem conserves great natural powers. For centuries, it had been kept safe by the Covenant of Winterhill. |
Treasure Map: Ancient Cave Treasure Map: Ancient Cave0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some ancient cave full of treasures and danger, which can be found inside the Old Forest. (*USE* it while being inside the Old Forest). |
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: Splinter of Infinity Treasure Map: Splinter of Infinity0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to the entrance of an ancient underground complex, reachable from within a ruined dungeon. (*USE* it while being inside a ruined dungeon. Warning: This location is very deadly. The Entrance is heavily guarded.) |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)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 174 power out of 267/400. 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. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
14 diamond 14 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lifsty the Faerie Rogue level 108
2nd Regrowth 124th year of Ascendancy at 01:27 see stats
By Lifsty the Faerie Rogue level 108
10th Allure 124th year of Ascendancy at 09:52 see stats
By Lifsty the Faerie Rogue level 82
26th Dusk 123rd year of Ascendancy at 12:21 see stats
By Lifsty the Faerie Rogue level 120
31st Regrowth 124th year of Ascendancy at 05:46 see stats
By Lifsty the Faerie Rogue level 148
4th Flare 124th year of Ascendancy at 13:05 see stats
By Lifsty the Faerie Rogue level 118
29th Regrowth 124th year of Ascendancy at 06:20 see stats
By Lifsty the Faerie Rogue level 72
68th Regrowth 123rd year of Ascendancy at 08:33 see stats
By Lifsty the Faerie Rogue level 34
9th Haze 122nd year of Ascendancy at 22:55 see stats
By Lifsty the Faerie Rogue level 121
52nd Regrowth 124th year of Ascendancy at 02:06 see stats
By Lifsty the Faerie Rogue level 121
36th Regrowth 124th year of Ascendancy at 17:20 see stats
By Lifsty the Faerie Rogue level 115
26th Regrowth 124th year of Ascendancy at 06:44 see stats
By Lifsty the Faerie Rogue level 30
66th Dusk 122nd year of Ascendancy at 20:47 see stats
By Lifsty the Faerie Rogue level 30
67th Dusk 122nd year of Ascendancy at 00:04 see stats
By Lifsty the Faerie Rogue level 64
45th Regrowth 123rd year of Ascendancy at 18:22 see stats
By Lifsty the Faerie Rogue level 27
20th Dusk 122nd year of Ascendancy at 13:12 see stats
By Lifsty the Faerie Rogue level 121
36th Regrowth 124th year of Ascendancy at 10:32 see stats
By Lifsty the Faerie Rogue level 62
37th Regrowth 123rd year of Ascendancy at 05:15 see stats
By Lifsty the Faerie Rogue level 182
4th Flare 124th year of Ascendancy at 13:33 see stats
By Lifsty the Faerie Rogue level 10
76th Pyre 122nd year of Ascendancy at 15:34 see stats
By Lifsty the Faerie Rogue level 20
4th Dusk 122nd year of Ascendancy at 17:25 see stats
By Lifsty the Faerie Rogue level 30
65th Dusk 122nd year of Ascendancy at 23:33 see stats
By Lifsty the Faerie Rogue level 40
1st Regrowth 123rd year of Ascendancy at 19:26 see stats
By Lifsty the Faerie Rogue level 50
20th Regrowth 123rd year of Ascendancy at 06:37 see stats
By Lifsty the Faerie Rogue level 108
2nd Regrowth 124th year of Ascendancy at 09:25 see stats
By Lifsty the Faerie Rogue level 82
27th Dusk 123rd year of Ascendancy at 11:08 see stats
By Lifsty the Faerie Rogue level 29
61st Dusk 122nd year of Ascendancy at 10:21 see stats
By Lifsty the Faerie Rogue level 123
21st Pyre 124th year of Ascendancy at 14:40 see stats
By Lifsty the Faerie Rogue level 92
48th Haze 123rd year of Ascendancy at 13:44 see stats
By Lifsty the Faerie Rogue level 35
26th Haze 122nd year of Ascendancy at 08:41 see stats
By Lifsty the Faerie Rogue level 21
5th Dusk 122nd year of Ascendancy at 11:21 see stats
By Lifsty the Faerie Rogue level 115
26th Regrowth 124th year of Ascendancy at 11:41 see stats
By Lifsty the Faerie Rogue level 11
1st Mirth 122nd year of Ascendancy at 23:20 see stats
By Lifsty the Faerie Rogue level 122
53rd Regrowth 124th year of Ascendancy at 14:48 see stats
By Lifsty the Faerie Rogue level 90
30th Haze 123rd year of Ascendancy at 11:34 see stats
By Lifsty the Faerie Rogue level 55
23rd Regrowth 123rd year of Ascendancy at 07:33 see stats
By Lifsty the Faerie Rogue level 15
2nd Summertide 122nd year of Ascendancy at 19:49 see stats
By Lifsty the Faerie Rogue level 23
6th Dusk 122nd year of Ascendancy at 14:38 see stats
By Lifsty the Faerie Rogue level 17
8th Flare 122nd year of Ascendancy at 02:18 see stats
By Lifsty the Faerie Rogue level 107
9th Allure 124th year of Ascendancy at 23:31 see stats
Log
Rested for 10 turns (stop reason: all resources and life at maximum).
Lifsty uses Infusion: Healing.
Lifsty casts Vision.
Lifsty receives 856 healing from Infusion: Healing.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 9 turns (stop reason: at exit).
Resting starts...
Talent Infusion: Healing is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Lifsty uses Infusion: Healing.
Lifsty receives 856 healing from Infusion: Healing.
You are yanked out of this place!
Ran for 8 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Lifsty deactivates Stealth.
Lifsty deactivates Chant of Resistance.
Lifsty deactivates Vulnerability Poison.
Lifsty deactivates Trained Reactions.
Lifsty deactivates Precision.
Lifsty deactivates Crippling Poison.
Lifsty deactivates Lacerating Strikes.