Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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. 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: QuickTome: Arena Skip 1.3.1 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Protos race 0.1 1.2.5Protos race. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant 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. Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Steamtech UI 1.1.4 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. 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. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | MegaTurtle |
Class | Marauder |
Level / Exp | 81 / 56% |
Size | huge |
Lifes / Deaths | Killed by Eilinugabretta the vampire at level 79 on the 64th Dusk 122nd year of Ascendancy at 14:48 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 110 (base 91) |
Dexterity | 97 (base 91) |
Constitution | 176 (base 91) |
Magic | 1 (base 10) |
Willpower | 136 (base 91) |
Cunning | 115 (base 91) |
Resources
Life | 5242/5242 |
Stamina | 452/455 |
Equilibrium | 18 |
Healing Factor | 1.52 |
Regeneration | 100.91324477255 |
Speed
Mental | +76.110147107479% |
Attack | -25% |
Movement | +16.47076356417% |
Spell | -25% |
Global | +37.5% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 234 |
Accuracy | 82 |
Crit Chance | 73% |
APR | 81 |
Speed | 0.57 |
Offense: Offhand
Damage | 191 |
Accuracy | 82 |
Crit Chance | 81% |
APR | 85 |
Speed | 0.57 |
Offense: Spell
Spellpower | 1 |
Crit Chance | 36% |
Speed | 1.3333333333333 |
Offense: Mind
Mindpower | 81.64 |
Crit Chance | 45% |
Speed | 1.3333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 196.43031701046 (100%) |
Defense | 66.175511924282 |
Ranged Defense | 66.175511924282 |
Fatigue | 17.47138836773 |
Physical Save | 90.66992769583 |
Spell Save | 103.15002773325 |
Mental Save | 58.616666666667 |
Defense: Resistances
All | +131%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 81% |
Confusion Resistance | 100% |
Knockback Resistance | 30% |
Stun Resistance | 100% |
Poison Resistance | 81% |
Blind Resistance | 81% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Class Talents
Cunning / Tactical | 1.20 |
| 5/5 |
| 8/5 |
| 1/5 |
| 7/5 |
Technique / Bloodthirst | 1.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Wild-gift / Ooze | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Wild-gift / Moss | 1.30 |
| 8/5 |
| 8/5 |
| 7/5 |
| 7/5 |
Technique / Combat veteran | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Slime | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Megaturtle | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 8/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 8/5 |
| 5/5 |
| 8/5 |
| 8/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 8/5 |
| 7/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Technique / Thuggery | 1.30 |
| 8/5 |
| 7/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mega Spiked Shell |
talent | Precision |
talent | Daunting Presence |
talent | Momentum |
talent | Exploit Weakness |
talent | Acidic Skin |
talent | Mitosis |
talent | Slow Motion |
beneficial effect | You heal for 13.0 health every turn. Mega Turtle Heart Regeneration |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 12.88, and stamina regeneration by 2.58. Bloodbath |
beneficial effect | Countering melee attacks: Has a 67% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
beneficial effect | Parrying melee attacks: Has a 47% chance to deflect up to 72 damage from the next 2.5 attack(s). Parrying |
beneficial effect | You lay mucus where you walk. Mucus |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+29). Continuum Destabilization |
beneficial effect | You gain 99% resistance against fire. Resolve |
Quests
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 failed to protect the lost anorithil from death by Arotha the giant acid ant. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by Bethelera the dire wolf. Escort: worried loremaster (level 2 of Old Forest) | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 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: 14. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one length of troll intestine. Kindly empty it before returning.' * You've found the needed wretchling eyeball. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. * You've found the needed bear paw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Zuresta the Daywire (12 def, 3 armour) Zuresta the Daywire (12 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 4 light Changes resistances: +7% lightning / +7% temporal / +12% light / +8% fire / +9% cold Light radius: +2 It can be used to activate talent Evasion, placing all other charms into a 16 cooldown : Effective talent level: 5.6 Power cost: 16 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 38% chance to completely evade them and granting you 62 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Light source | Duskpiercer DuskpiercerInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Con / +4 Wil Changes resistances: +6% blight / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+2 eff.) Life regen: +2.30 Mindpower: +7 (+1 eff.) Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | Elatha the Flamesever (8 def, 20 armour) Elatha the Flamesever (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +20 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +5 Str / +5 Con Changes resistances: +12% fire / +3% mind / +6% all Changes resistances penetration: +15% mind / +15% fire Changes damage: +6% nature / +12% fire Physical save: +12 (+2 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. Press to compare |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 3.0 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Press to compare |
On fingers | steel ring of the mountain (+12%) steel ring of the mountain (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. Press to compare |
On fingers | Velynn the steel ring Velynn the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Defense: +6 (+1 eff.) Fatigue: -2% Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +6 Cun Changes resistances: +22% cold Changes damage: +3% mind / +11% cold Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 32%. Rings can have magical properties. Press to compare |
Around neck | Oleruifang OleruifangInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +6 Dex / +6 Wil Changes resistances: +8% physical Changes resistances penetration: +5% blight Changes damage: +9% arcane / +7% physical Stamina each turn: +0.30 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Combat speed: +10% Amulets can have magical properties. Press to compare |
In main hand | Aroramira (148% power, 6 apr) Aroramira (148% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 148% Range: 1.4x Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom On weapon crit: * wounds the target reducing their healing Damage (Melee): +22 mind When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +14.0% Physical power: +14 (+2 eff.) Armour: +4 Changes stats: +7 Str / +6 Wil / +7 Cun Changes resistances: +4% physical / +9% light / +6% blight / +12% fire / +6% cold Changes damage: +15% physical Spell save: +9 (+1 eff.) Stamina when hit: +1.70 Heals friendly targets nearby when you use a nature summon: +20 One-handed war axes. Press to compare |
Around waist | drakeskin leather belt 'Duvykalthogorn' drakeskin leather belt 'Duvykalthogorn'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +9% acid / +24% fire / +8% lightning / +25% cold Changes damage: +6% arcane Reduced damage from: +39% Summoned Critical mult.: +15.00% Spell save: +30 (+5 eff.) Mana each turn: +0.04 Spell crit. chance: +4% A belt that goes around your waist. Press to compare |
In off hand | Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 143% Range: 1.3x Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Press to compare |
Cloak | restorative cashmere cloak of mindcraft (2 def, 0 armour) restorative cashmere cloak of mindcraft (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +16% nature / +16% blight Life regen: +2.00 Mental crit. chance: +7% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Emeliwen the Voidfury (9 def, 16 armour) Emeliwen the Voidfury (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 26 light / 8 darkness Changes stats: +11 Wil Changes resistances: +49% blight / +9% light / +63% darkness / +12% mind Changes damage: +9% light / +12% mind Life regen: +4.00 Maximum life: +100.00 Light radius: +4 Healing mod.: +30% A suit of armour made of metal plates. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. 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. Press to compare |
regeneration infusion of the psychic (heal 668 over 5 turns) regeneration infusion of the psychic (heal 668 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 668 life over 5 turns. Its effects scale with your Willpower 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. Press to compare |
Emelaba EmelabaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +26% fire / +24% nature / +9% cold Changes damage: +13% fire / +12% nature / +3% arcane Spell save: +13 (+2 eff.) Silence immunity: +20% Disarm immunity: +10% Maximum stamina: +14.00 Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun ring 'Scorpionbolt'voratun ring 'Scorpionbolt' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+5 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 darkness / 4 nature Changes stats: +20 Str / +10 Wil / +19 Con Changes resistances: +7% arcane / +12% darkness / +9% nature Changes resistances penetration: +10% darkness Mental save: +20 (+5 eff.) Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. inquisitor's iron battleaxe of amnesia (104% power, 1 apr)inquisitor's iron battleaxe of amnesia (104% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 104% Range: 1.5x Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy When wielded/worn: Massive two-handed battleaxes. Press to compare |
Daypiety (163% power, 9 apr) Daypiety (163% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Damage (Melee): +16 nature / +16 temporal Burst (radius 1) on hit: +16 darkness When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +6 Dex Changes damage: +9% light Critical mult.: +15.00% Spellpower: +6 (+6 eff.) Light radius: +2 Sharp, short and deadly. Press to compare |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 30% Wil, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Press to compare |
dwarven-steel dagger of purging (117% power, 7 apr) dwarven-steel dagger of purging (117% power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature Sharp, short and deadly. Press to compare |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
iron dagger (101% power, 5 apr) iron dagger (101% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger of corruption (147% power, 9 apr)plaguebringer's voratun dagger of corruption (147% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to inflict damage reduction * 13% chance to disease * 20% chance to curse the target Damage (Melee): +13 blight When wielded/worn: Disease immunity: +19% Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger of massacre (130% power, 7 apr)quick dwarven-steel dagger of massacre (130% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 130% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +4 Dex Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. quick steel greatsword (125% power, 2 apr)quick steel greatsword (125% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 125% Range: 1.6x Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +6 Dex Massive two-handed swords. Press to compare |
balanced dwarven-steel longsword of persecution (128% power, 4 apr) balanced dwarven-steel longsword of persecution (128% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Wil Disarm immunity: +34% Sharp, long, and deadly. Press to compare |
dwarven-steel longsword of crippling (126% power, 4 apr) dwarven-steel longsword of crippling (126% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Sharp, long, and deadly. Press to compare |
voratun longsword 'Khelerach' (151% power, 9 apr) voratun longsword 'Khelerach' (151% power, 9 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +54 insidious poison Burst (radius 2) on crit: +12 blight When wielded/worn: Armour penetration: +11 Physical crit. chance: +15.0% Physical power: +6 (+1 eff.) Changes resistances penetration: +14% physical Changes damage: +12% blight / +15% physical / +6% mind Maximum encumbrance: +30 Sharp, long, and deadly. Press to compare |
Gloomkiss (134% power, 4 apr) Gloomkiss (134% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn Damage (Melee): +5 mind When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 darkness Changes resistances: +4% all Changes resistances penetration: +7% nature Changes damage: +6% darkness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Blunt and deadly. Press to compare |
balanced iron mace (104% power, 2 apr) balanced iron mace (104% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 104% Range: 1.4x Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +20% Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental voratun mace of massacre (174% power, 6 apr)elemental voratun mace of massacre (174% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 174% Range: 1.4x Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +17% acid / +17% fire / +15% lightning / +17% cold Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. Unlightwreck the living mindstar (114% power, 40 apr, nature damage)Unlightwreck the living mindstar (114% 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 natural mindstar calls for a summoner. Power: 114% Range: 1.1x Uses stats: 80% Wil, 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 2) on crit: +4 fire When wielded/worn: Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 fire Changes stats: +8 Cun Changes resistances: +9% darkness / +6% cold Changes resistances penetration: +10% acid / +8% fire / +10% cold / +10% physical Changes damage: +14% acid / +12% fire / +15% cold / +15% physical Critical mult.: +25.00% Mental save: +9 (+2 eff.) Disarm immunity: +15% Maximum psi: +48.00 Mindpower: +10 (+2 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. Press to compare |
pulsing mindstar of resolve (107% power, 32 apr, mind damage) pulsing mindstar of resolve (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 75% Wil, 25% Cun Damage type: Mind 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: +3 Wil Physical save: +3 (+0 eff.) Mindpower: +7 (+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. Press to compare |
This item will automatically be transmogrified when you leave the level. infernal elven-wood vilestaff of channeling (129% power, 5 apr, physical damage)infernal elven-wood vilestaff of channeling (129% power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 100% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 31 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +35.00% Mana each turn: +0.34 Spellpower: +37 (+28 eff.) Spell crit. chance: +4% See invisible: +14 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 16 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood vilestaff of wizardry (129% power, 5 apr, physical damage)lifebinding elven-wood vilestaff of wizardry (129% power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 100% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil / +6 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Life regen: +1.60 Maximum mana: +90.00 Spellpower: +28 (+23 eff.) Spell crit. chance: +4% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. surging dragonbone starstaff of wizardry (136% power, 6 apr, physical damage)surging dragonbone starstaff of wizardry (136% power, 6 apr, physical damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stats: 100% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +30% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +109.00 Spellpower: +27 (+23 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
hardened leather belt 'Hurydelekan' hardened leather belt 'Hurydelekan'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +2 Changes resistances: +9% temporal Changes resistances penetration: +5% mind Critical mult.: +15.00% Maximum life: +38.00 Maximum hate: +2.00 A belt that goes around your waist. Press to compare |
This item will automatically be transmogrified when you leave the level. Adovea the Kindleriver (3 def, 0 armour)Adovea the Kindleriver (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +3 (+0 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to blind * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 acid / 4 temporal Changes stats: +6 Str / +6 Con Changes resistances: +6% acid Changes resistances penetration: +25% acid Physical save: +30 (+6 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +204.00 Maximum stamina: +36.00 Light radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Pawnch's Shell (0 def, 2 armour) Pawnch's Shell (0 def, 2 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. Press to compare |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
The Turtle Lich's Robe (0 def, 0 armour) The Turtle Lich's Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +16 Con / +12 Mag Changes resistances: +21% all Changes damage: +45% darkness / +35% cold Physical save: +80 (+14 eff.) Spell save: +80 (+13 eff.) It can be used to activate talent Animus Purge (costing 19 power out of 50/50) : Effective talent level: 5.0 Power cost: 19 out of 50/50. Range: 6 Travel Speed: 2000% of base Is: a spell Description: Try to crush the soul of your foe, doing 105.26 darkness damage (that can never kill the target). If the target is left with less than 25% life you try to take control of its body. Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls. Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means. Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created. Bosses, other undeads and summoned creatures can not be turned into husks. The damage and chance will increase with your Spellpower. A pitch-black robe. It smells oddly of a swamp, and was once owned by the first known TurtleLich, Taelzen. Press to compare |
This item will automatically be transmogrified when you leave the level. elven-silk robe 'Relgadohek' (5 def, 0 armour)elven-silk robe 'Relgadohek' (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 acid / 4 blight Changes stats: +3 Wil Changes resistances: +37% acid / +34% physical / +40% fire / +19% temporal / +38% cold Changes damage: +29% acid / +29% physical / +28% fire / +31% temporal / +28% cold Talent cooldown: Refit Golem (-12 turns) Spellpower: +4 (+4 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of darkness (+30%) (5 def, 0 armour)tormentor's elven-silk robe of darkness (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Cun Changes resistances: +30% darkness Changes damage: +20% darkness Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of darkness (+28%) (5 def, 0 armour)verdant elven-silk robe of darkness (+28%) (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Con Changes resistances: +28% darkness Changes damage: +19% nature / +19% darkness Poison immunity: +50% Disease immunity: +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. Galerage (0 def, 8 armour)Galerage (0 def, 8 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +15 Physical power: +20 (+3 eff.) Armour: +8 Effects on melee hit: * 60% chance to daze * 45% chance to corrode armour Effects when hit in melee: * 28% chance to reduce powers by 20% * 34 arcane resource burn Changes stats: +8 Str / +7 Dex / +3 Mag / +9 Cun Talent granted: +5 Block Reduces incoming crit damage: 10.00% Spell save: +23 (+3 eff.) See invisible: +6 Tauntlets behave like a shield, and allow you to block attacks. 96 block power. When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 30% Wil, 40% Str, 80% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 71% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 35% chance to reduce powers by 20% * 27 arcane resource burn Burst (radius 1) on hit: +12 acid It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
clarifying linen wizard hat of nature (+16%) (1 def, 0 armour) clarifying linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +16% nature Changes damage: +11% nature Mental save: +5 (+1 eff.) A pointy cloth hat, very wizardly... Press to compare |
dwarven-steel helm 'Duskdash' (0 def, 8 armour) dwarven-steel helm 'Duskdash' (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +8 Fatigue: +0% Changes stats: +4 Con Changes resistances: +7% cold Changes damage: +9% darkness Allows you to breathe in: water Stamina each turn: +0.40 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
dwarven-steel helm 'Murksweeper' (0 def, 4 armour) dwarven-steel helm 'Murksweeper' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +5 Str / +5 Dex / +5 Con Changes resistances: +7% fire / +7% cold Changes resistances penetration: +5% darkness Skullcracker multiplicator: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of stability (5 def, 10 armour)radiant voratun mail armour of stability (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 11 light Changes stats: +4 Wil Changes resistances: +27% blight / +10% physical / +30% darkness Physical save: +23 (+4 eff.) Light radius: +2 A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. steel mail armour of Eyal (2 def, 6 armour)steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Life regen: +2.20 Maximum life: +64.00 Healing mod.: +16% A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun mail armour of implacability (5 def, 20 armour)voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +7% Physical save: +12 (+2 eff.) A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of the hero (3 def, 6 armour)enlightening hardened leather armour of the hero (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Dex / +7 Mag / +14 Wil / +13 Cun Mental save: +13 (+3 eff.) A suit of armour made of leather. Press to compare |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. searing rough leather armour of command (8 def, 7 armour)searing rough leather armour of command (8 def, 7 armour) Requires: - Strength 10 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Fatigue: +6% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes stats: +2 Cun Changes resistances: +13% acid / +13% fire Mental save: +13 (+3 eff.) A suit of armour made of leather. Press to compare |
spiked rough leather armour of lightning resistance (1 def, 2 armour) spiked rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning A suit of armour made of leather. Press to compare |
Ce'Nimina (5 def, 11 armour) Ce'Nimina (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +4 Cun / +5 Wil Changes resistances: +35% acid / +3% cold Changes damage: +9% physical Mental save: +12 (+3 eff.) Life regen: +3.50 Stamina each turn: +1.10 A suit of armour made of metal plates. Press to compare |
dwarven-steel plate armour 'Glorerin' (5 def, 15 armour) dwarven-steel plate armour 'Glorerin' (5 def, 15 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +5 (+1 eff.) Fatigue: +18% Changes resistances: +15% lightning / +6% cold / +6% light Physical save: +31 (+6 eff.) Disease immunity: +5% Life regen: +4.10 Stamina each turn: +1.00 A suit of armour made of metal plates. Press to compare |
steel plate armour 'Polawen' (4 def, 9 armour) steel plate armour 'Polawen' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +2 Cun / +1 Wil Changes resistances: +15% lightning A suit of armour made of metal plates. Press to compare |
steel plate armour of stability (4 def, 9 armour) steel plate armour of stability (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +5% physical Physical save: +12 (+2 eff.) A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. coruscating stralite shield of crushing (10 def, 2 armour, 137 block)coruscating stralite shield of crushing (10 def, 2 armour, 137 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 34 fire Changes stats: +5 Str Changes resistances: +18% fire Talent granted: +4 Block Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. crackling steel shield of patience (6 def, 2 armour, 44.5 block)crackling steel shield of patience (6 def, 2 armour, 44.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to daze Damage when hit (Melee): 14 temporal Changes stats: +3 Dex Changes resistances: +14% lightning / +14% temporal Talent granted: +2 Block It can be used to activate talent Time Shield, placing all other charms into a 16 cooldown : Effective talent level: 5.0 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (237) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. Press to compare |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
214 alchemist agate 214 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
Adiyada the Bleakpanic (dig speed 16 turns) Adiyada the Bleakpanic (dig speed 16 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +1 Dex / +1 Mag / +2 Con Changes resistances: +11% nature / +3% darkness Changes damage: +5% fire / +6% mind / +5% nature Mental save: +8 (+2 eff.) Light radius: +1 See invisible: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
jade jade0.00 Encumbrance. Type: gem / green ; 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.) Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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. |
4 carnelian 4 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 106 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. overpowered yew wand of trap destruction [power 103] (12 cooldown)overpowered yew wand of trap destruction [power 103] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (103 disarm power, Magic) along a range 1 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
By Battle Station the MegaTurtle Marauder level 69
12nd Dusk 122nd year of Ascendancy at 16:38 see stats
By Battle Station the MegaTurtle Marauder level 46
2nd Flare 122nd year of Ascendancy at 18:13 see stats
By Battle Station the MegaTurtle Marauder level 68
9th Flare 122nd year of Ascendancy at 01:03 see stats
By Battle Station the MegaTurtle Marauder level 71
34th Dusk 122nd year of Ascendancy at 02:57 see stats
By Battle Station the MegaTurtle Marauder level 10
77th Pyre 122nd year of Ascendancy at 14:41 see stats
By Battle Station the MegaTurtle Marauder level 20
10th Mirth 122nd year of Ascendancy at 05:35 see stats
By Battle Station the MegaTurtle Marauder level 30
1st Summertide 122nd year of Ascendancy at 01:06 see stats
By Battle Station the MegaTurtle Marauder level 40
3rd Summertide 122nd year of Ascendancy at 17:16 see stats
By Battle Station the MegaTurtle Marauder level 50
5th Flare 122nd year of Ascendancy at 00:06 see stats
By Battle Station the MegaTurtle Marauder level 69
16th Dusk 122nd year of Ascendancy at 23:14 see stats
By Battle Station the MegaTurtle Marauder level 56
7th Flare 122nd year of Ascendancy at 04:52 see stats
By Battle Station the MegaTurtle Marauder level 63
8th Flare 122nd year of Ascendancy at 02:42 see stats
By Battle Station the MegaTurtle Marauder level 42
2nd Flare 122nd year of Ascendancy at 05:59 see stats
Log
Talent One with Nature is ready to use.
Talent Disengage is ready to use.
Talent Hack'n'Back is ready to use.
Talent Dual Strike is ready to use.
Resting starts...
Talent Mucus is ready to use.
Glona the snow giant summons an Stone Golem!
Glona the snow giant's mind surges with critical power!
Talent Slippery Moss is ready to use.
Rested for 1 turns.
Stone golem uses Stun.
Battle Station resists the stunning blow!
Mega Spiked Shell hits Stone golem for 21 physical damage.
Battle Station hits Stone golem for 8 darkness, 8 fire, 68 acid, 16 light (102 total damage).
Stone golem hits Battle Station for (51 resist armour), 54 physical (55 total damage).
Talent Sweep is ready to use.
Battle Station receives 19 healing.
Battle Station uses Mucus.
Battle Station uses Slippery Moss.
Battle Station deactivates Daunting Presence.
Battle Station deactivates Slow Motion.
Battle Station deactivates Mega Spiked Shell.
Battle Station deactivates Mitosis.
Battle Station no longer revels in blood quite so much.
Battle Station is no longer attuned.
Battle Station deactivates Momentum.
Battle Station deactivates Exploit Weakness.
The skin of Battle Station starts dripping acid.
Battle Station deactivates Precision.