Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Pepper Pack 1.5.2Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Improved Auto-explore and Rest 1.5.3Quality 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. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Xorn |
| Class | Gladiator |
| Level / Exp | 106 / 78% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 143 (base 52) |
| Dexterity | 135 (base 40) |
| Constitution | 166 (base 38) |
| Magic | 59 (base 10) |
| Willpower | 120 (base 10) |
| Cunning | 170 (base 20) |
Resources
| Life | 6647/6647 |
| Stamina | 868/872 |
| Healing Factor | 2.5 |
| Regeneration | 107.125 |
Speed
| Mental | +16.67714836224% |
| Attack | 0% |
| Movement | +1041.511627907% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 22 |
| Infravision | 30 |
| See Stealth | 25 |
| See Invisible | 50 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 235 |
| Accuracy | 108 |
| Crit Chance | 156% |
| APR | 203 |
| Speed | 0.86 |
| Damage | 236 |
| Accuracy | 108 |
| Crit Chance | 158% |
| APR | 203 |
| Speed | 0.86 |
Offense: Offhand
| Damage | 159 |
| Accuracy | 108 |
| Crit Chance | 155% |
| APR | 201 |
| Speed | 0.86 |
| Damage | 181 |
| Accuracy | 108 |
| Crit Chance | 154% |
| APR | 202 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Mind
| Mindpower | 87 |
| Crit Chance | 95% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +27% |
Defense: Base
| Armour (hardiness) | 140.31701128037 (83.452380952381%) |
| Defense | 69 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 114 |
| Spell Save | 87 |
| Mental Save | 108 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Confusion Resistance | 75% |
| Poison Resistance | 100% |
| Blind Resistance | 90% |
| Silence Resistance | 15% |
| Bleed Resistance | 60% |
| Teleport Resistance | 15% |
| Disarm Resistance | 100% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Expertise / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Expertise / Swords | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Expertise / Maces | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Expertise / Axes | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Dual weapons | 1.10 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Arms Handling | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Race / Xorn | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/3 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Gladiator | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Cleaving Blows |
| talent | Frenzy |
| talent | Apply Poison |
| talent | Dexterous Strikes |
| talent | Earth Glide |
| talent | Close Combat Management |
| talent | Combat Instinct |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
| beneficial effect | Movement is 1000% faster. Step Up |
| beneficial effect | Parrying melee attacks: Has a 70% chance to deflect up to 53 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 83% of the way to your next Rank. You have killed: 89 Uniques 27 Bosses 15 Elite Bosses 19 Veterans 10 Heroics 2 Legends 25 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 705. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. * You've found the needed ice ant stinger. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bokobar (0 def, 15 armour) Bokobar (0 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -13% Damage when hit (Melee): 12 arcane Changes stats: +4 Dex / +9 Wil / +10 Cun / +12 Con Changes resistances: +15% acid / +30% fire / +15% lightning / +30% cold Changes resistances penetration: +10% physical Changes damage: +3% arcane Critical mult.: +10.00% Maximum encumbrance: +50 Physical save: +40 (+6 eff.) Mental save: +35 (+6 eff.) Life regen: +5.50 Stamina each turn: +0.80 Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum life: +60.00 Mindpower: +13 (+3 eff.) Movement speed: +10% Healing mod.: +22% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 136 alchemist fire opal 136 alchemist fire opal0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
| Light source | Sootwinter the dwarven lantern Sootwinter the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +30 Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 lightning / 21 darkness / 8 nature Changes stats: +7 Wil / +14 Mag Changes resistances: +12% nature Changes resistances penetration: +25% darkness / +27% all Changes damage: +6% lightning Critical mult.: +19.00% Physical save: +15 (+2 eff.) Spellpower: +30 (+9 eff.) Light radius: +12 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Sileradheba' (18 def, 13 armour) voratun helm 'Sileradheba' (18 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +13 Defense: +18 (+4 eff.) Fatigue: +5% Effects on melee hit: * 34% chance to corrode armour by 30% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Str / +8 Dex / +17 Wil / +18 Cun / +2 Con Changes resistances: +14% acid / +15% lightning / +15% blight / +15% fire / +15% cold / +7% all Physical save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Mindpower: +6 (+1 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | drakeskin leather gloves 'Shimmerwire' (0 def, 3 armour) drakeskin leather gloves 'Shimmerwire' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +13 Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 30% chance to corrode armour by 30% * 25% chance to cause random gloom Damage (Melee): 14 lightning / 35 darkness / 31 mind Damage when hit (Melee): 4 blight Changes stats: +8 Dex / +8 Mag / +12 Cun / +12 Con Changes resistances: +9% lightning / +15% acid / +9% darkness / +10% light Changes damage: +7% lightning / +9% arcane / +3% acid Critical mult.: +15.00% Physical save: +56 (+9 eff.) Spell save: +17 (+4 eff.) Mental save: +14 (+2 eff.) Disarm immunity: +100% Life regen: +2.30 Stamina each turn: +2.00 Mana when firing critical spell: +2.00 Maximum stamina: +39.00 Spell crit. chance: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +15% Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 37.5 - 41.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +58 physical Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +15 lightning / +50 light / +45 darkness Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On hands | drakeskin leather gloves 'Oludor' (15 def, 21 armour) drakeskin leather gloves 'Oludor' (15 def, 21 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +21 Defense: +15 (+4 eff.) Fatigue: -6% Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 20 sound / 19 temporal / 40 darkness / 40 mind / 13 acid Damage (Ranged): 20 sound / 15 temporal Damage when hit (Melee): 8 blight Changes stats: +2 Dex / +17 Mag / +13 Cun Changes resistances: +10% sound / +11% temporal / +19% light / +10% darkness / +10% acid Changes damage: +10% acid / +10% temporal / +9% blight / +11% arcane / +12% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +38 (+6 eff.) Disarm immunity: +35% Life regen: +3.70 Stamina each turn: +2.00 Maximum life: +238.00 Maximum stamina: +40.00 Mindpower: +10 (+2 eff.) Light radius: +2 Infravision radius: +2 Damage Shield penetration: +60% When used to modify unarmed attacks: Base power: 55.0 - 60.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +37 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Dirty Fighting (20% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom Damage (Melee): +19 arcane Burst (radius 2) on crit: +30 dazing sound / +50 darkness / +15 acid / +36 shocking sound / +50 light / +14 arcane / +39 item light blind It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 | Hanedin the iron pickaxe (dig speed 2 turns) Hanedin the iron pickaxe (dig speed 2 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Physical power: +11 (+2 eff.) Fatigue: -17% Damage when hit (Melee): 24 mind / 8 temporal Changes stats: +12 Str / +2 Dex / +4 Wil / +4 Cun Changes resistances penetration: +13% physical Changes damage: +7% mind / +7% fire Critical mult.: +12.00% Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +20 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +50.00 Maximum hate: +10.00 Mental crit. chance: +15% Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Xuta' voratun ring 'Xuta'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 16 blight Changes stats: +2 Mag / +6 Con Changes resistances: +26% nature / +25% blight Physical save: +18 (+3 eff.) Spell save: +38 (+8 eff.) Mental save: +30 (+5 eff.) Poison immunity: +49% Disease immunity: +59% Disarm immunity: +50% Confusion immunity: +50% Pinning immunity: +50% Knockback immunity: +70% Teleport immunity: +15% Life regen: +3.50 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum life: +246.00 Maximum mana: +40.00 Maximum stamina: +40.00 Spellpower: +2 (+1 eff.) Healing mod.: +57% Rings can have magical properties. |
| On fingers | Tempestwilder TempestwilderPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +44 (+7 eff.) Armour penetration: +17 Physical power: +13 (+3 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 19% chance to cause random gloom * 27% chance to disease * 30% chance to daze at end of turn Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 8 darkness Changes stats: +20 Dex / +8 Wil / +38 Cun / +5 Con Changes resistances: +18% lightning / +6% blight / +9% darkness / +40% nature Changes resistances penetration: +10% lightning / +10% blight Changes damage: +20% nature / +9% blight Spell save: +20 (+4 eff.) Blindness immunity: +50% Stun/Freeze immunity: +47% Life regen: +4.80 Hate when firing a critical mind attack: +3.00 Maximum stamina: +38.00 Maximum hate: +14.00 Spellpower: +11 (+4 eff.) Mindpower: +29 (+6 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | voratun ring 'Brightstrider' voratun ring 'Brightstrider'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Physical power: +15 (+3 eff.) Armour: +20 Changes stats: +20 Str / +17 Dex / +20 Cun / +22 Con Changes resistances: +19% blight / +15% acid Changes resistances penetration: +10% acid Changes damage: +19% blight / +21% fire / +21% acid Spell save: +39 (+8 eff.) Maximum stamina: +80.00 Rings can have magical properties. |
| On fingers | stralite ring 'Shimmertickler' stralite ring 'Shimmertickler'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +9 Str / +9 Wil / +9 Con Changes resistances: +3% lightning / +18% physical / +12% blight / +16% temporal / +13% nature / +20% mind Changes resistances penetration: +15% lightning / +5% mind Changes damage: +6% lightning / +18% physical / +17% mind Mental save: +18 (+3 eff.) Poison immunity: +26% Disease immunity: +24% Life regen: +1.70 Maximum life: +87.00 Healing mod.: +26% Rings can have magical properties. |
| Around neck | Cobravortex CobravortexInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Fatigue: -16% Effects on melee hit: * Slows global speed by 37% Damage when hit (Melee): 16 arcane / 8 nature / 12 darkness Changes stats: +10 Str / +16 Dex / +26 Wil / +10 Cun / +22 Con Changes resistances: +15% physical / +6% arcane / +6% nature Changes resistances penetration: +5% darkness Changes damage: +3% nature / +12% arcane Critical mult.: +20.00% Physical save: +40 (+6 eff.) Mental save: +14 (+2 eff.) Blindness immunity: +40% Cut immunity: +60% Confusion immunity: +25% Life regen: +10.70 Stamina each turn: +2.20 Maximum life: +130.00 Mindpower: +10 (+2 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +10 Movement speed: +10% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 426 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | voratun longsword 'Bokytir' (54.5-76.3 power, 6 apr) voratun longsword 'Bokytir' (54.5-76.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 32% chance to cause random gloom * Random elemental explosion Damage Shield penetration (this weapon only): +30% Damage (Melee): +60 cold / +23 mind When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +43 Physical crit. chance: +15.0% Physical power: +2 (+1 eff.) Changes stats: +5 Cun / +7 Wil Changes resistances penetration: +15% acid / +27% physical / +15% cold / +17% fire / +15% lightning Changes damage: +17% physical Critical mult.: +20.00% Physical save: +9 (+1 eff.) Life regen: +0.80 Stamina each turn: +0.60 Healing mod.: +5% Sharp, long, and deadly. |
| In main hand | Glowviper the voratun waraxe (55-77 power, 6 apr) Glowviper the voratun waraxe (55-77 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 33% chance to cause random gloom * 35% chance to daze at end of turn * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +19 temporal / +25 mind / +16 nature Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to blind Changes stats: +4 Str / +3 Dex / +4 Mag / +12 Wil / +9 Cun / +4 Con Changes resistances: +12% light Changes resistances penetration: +15% lightning / +12% physical / +15% mind / +20% darkness Spell save: +6 (+1 eff.) Maximum mana: +60.00 Spellpower: +4 (+1 eff.) Light radius: +3 One-handed war axes. |
| Around waist | Daimesin DaimesinInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +17 (+3 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +5 Str / +5 Dex / +4 Wil / +5 Cun / +7 Con / +8 Lck Changes resistances: +20% acid / +3% light / +8% fire / +6% blight / +17% cold / +5% arcane / +8% lightning Trap disarming bonus: +17 Stealth bonus: +10 Physical save: +10 (+1 eff.) Spell save: +16 (+3 eff.) Mental save: +24 (+4 eff.) Knockback immunity: +10% Only die when reaching: -60.00 life Maximum life: +63.00 Mindpower: +7 (+1 eff.) Infravision radius: +4 Size category: +2 A belt that goes around your waist. |
| In off hand | dwarven-steel longsword 'Growthbreak' (33.5-46.9 power, 4 apr) dwarven-steel longsword 'Growthbreak' (33.5-46.9 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage (Melee): +16 mind Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +20 ice When wielded/worn: Armour penetration: +10 Physical power: +10 (+2 eff.) Armour: +11 Damage when hit (Melee): 16 nature Changes stats: +2 Wil / +2 Cun / +4 Con Changes resistances penetration: +11% mind / +21% physical / +10% darkness / +11% cold Changes damage: +11% physical Critical mult.: +5.00% Disarm immunity: +25% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% Sharp, long, and deadly. |
| In off hand | Betotha (48.5-67.9 power, 5 apr) Betotha (48.5-67.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 48.5 - 67.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage (Melee): +17 lightning When wielded/worn: Accuracy: +43 (+6 eff.) Armour penetration: +46 Physical crit. chance: +13.0% Physical power: +6 (+1 eff.) Armour: +4 Changes stats: +8 Dex Changes resistances: +2% physical Changes resistances penetration: +39% physical Changes damage: +19% physical Critical mult.: +18.00% Physical save: +6 (+1 eff.) Life regen: +1.00 Healing mod.: +5% Blunt and deadly. |
| Cloak | Oladil the Scaldstoker (2 def, 10 armour) Oladil the Scaldstoker (2 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Damage when hit (Melee): 20 fire Changes stats: +3 Str / +4 Cun / +3 Con Changes resistances: +13% blight / +17% cold / +16% nature / +12% fire Changes resistances penetration: +7% sound / +15% lightning Changes damage: +11% sound / +15% fire / +9% lightning Physical save: +9 (+1 eff.) Mental save: +9 (+2 eff.) Life regen: +1.80 Only die when reaching: -50.00 life Maximum life: +48.00 Healing mod.: +17% Melody each turn: +0.22 Melody when hit: +1.50 Maximum melody: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Salata the stralite mail armour (4 def, 25 armour) Salata the stralite mail armour (4 def, 25 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+1 eff.) Fatigue: +21% Damage when hit (Melee): 12 light / 8 temporal Changes stats: +15 Str / +4 Mag / +5 Wil / +18 Con Changes resistances: +11% lightning / +52% darkness / +21% fire / +72% acid / +25% physical / +24% blight / +44% cold / +9% mind / -18% light Physical save: +28 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Silence immunity: +15% Life regen: +6.80 Maximum life: +262.00 Light radius: +4 See invisible: +15 Healing mod.: +52% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
movement infusion of the duelist (705% speed; 6 turns) movement infusion of the duelist (705% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 705% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
movement infusion of the warrior (879% speed; 6 turns) movement infusion of the warrior (879% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 879% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 530 over 5 turns) regeneration infusion of the duelist (heal 530 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (630.00 temporal damage, removed from time 4 turns) Rune of the Rift (630.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 693.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 763 for 5 turns) shielding rune of the warrior (absorb 763 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 763 damage for 5 turns. Its effects scale with your Strength 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. |
Dimnoon the voratun amulet Dimnoon the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +20 (+5 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +9 Str / +9 Dex / +9 Wil / +8 Cun / +6 Con / +20 Lck Changes resistances: +25% fire / +20% mind / +28% cold Changes resistances penetration: +15% darkness Changes damage: +6% darkness Physical save: +40 (+6 eff.) Spell save: +23 (+5 eff.) Mental save: +23 (+4 eff.) Poison immunity: +5% Disease immunity: +15% Confusion immunity: +56% Knockback immunity: +10% Life regen: +2.90 Only die when reaching: -40.00 life Maximum life: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Sparkfury SparkfuryInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning Changes stats: +5 Str / +5 Dex / +5 Wil / +3 Con Changes resistances: +13% lightning / +3% temporal Changes resistances penetration: +25% lightning Changes damage: +6% temporal Stun/Freeze immunity: +21% Amulets can have magical properties. |
vitalizing copper amulet vitalizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +5 (+1 eff.) Life regen: +0.60 Maximum life: +30.00 Amulets can have magical properties. |
Cloudstalker CloudstalkerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +4 Con Changes resistances: +18% acid / +26% fire Changes resistances penetration: +5% lightning Changes damage: +15% acid / +13% fire Spell save: +13 (+3 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +20% Maximum stamina: +21.00 Rings can have magical properties. |
Nigas the gold ring Nigas the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +20 (+5 eff.) Changes stats: +5 Str / +4 Dex / +5 Cun / +6 Con / +10 Lck Changes resistances: +2% physical Equilibrium when hit: +0.04 Maximum hate: +2.00 Reduce all damage from unseen attackers: 5% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 600% faster and gaining 10% chance to evade melee attacks for 3 game turns. When this effect ends you'll become invisible (power 24) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings can have magical properties. |
Nimbuswild NimbuswildPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +7 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances penetration: +15% lightning / +15% temporal Changes damage: +9% lightning Silence immunity: +23% Mana each turn: +0.13 Rings can have magical properties. |
Xeremina XereminaPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Effects on melee hit: * 10% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 20 light Damage when hit (Melee): 8 arcane / 4 physical Changes stats: +2 Str / +3 Mag Physical save: +20 (+3 eff.) Spell save: +6 (+1 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings can have magical properties. |
savior's copper ring of lightning (+22%) savior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic stralite greatsword of rage (51.5-82.4 power, 3 apr)acidic stralite greatsword of rage (51.5-82.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +24 acid When wielded/worn: Accuracy: +19 (+3 eff.) Changes stats: +9 Str Changes damage: +19% physical Stamina when hit: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow 'Iviwen'elven-wood longbow 'Iviwen' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to cause random gloom * 56% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +26 acid When wielded/worn: Accuracy: +100 (+15 eff.) Physical crit. chance: +64.0% Ammo reloads per turn: +8 Changes stats: +9 Dex / +17 Mag / +3 Wil Changes resistances penetration: +14% temporal / +5% arcane / +20% physical Changes damage: +26% acid / +14% temporal / +20% arcane / +12% mind / +47% physical Talent mastery: +0.30 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Spell save: +6 (+1 eff.) Mana when firing critical spell: +1.00 Maximum mana: +40.00 Maximum vim: +20.00 Spellpower: +20 (+6 eff.) Resist all after a teleport: +6% New effects duration reduction after a teleport: +10% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Adumina the steel longsword (22-30.8 power, 3 apr) Adumina the steel longsword (22-30.8 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +7 mind When wielded/worn: Physical crit. chance: +7.0% Changes stats: +5 Dex / +1 Mag / +1 Wil / +2 Cun Changes resistances: +6% lightning Sharp, long, and deadly. |
Offalstriker the dwarven-steel longsword (34-47.6 power, 12 apr) Offalstriker the dwarven-steel longsword (34-47.6 power, 12 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * Slows global speed by 20% * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +24% Damage (Melee): +19 cold When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes resistances penetration: +15% nature Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
sonic iron longsword of massacre (18-25.2 power, 7 apr) sonic iron longsword of massacre (18-25.2 power, 7 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 sound When wielded/worn: Changes resistances: +5% sound Sharp, long, and deadly. |
stralite longsword 'Xerarianor' (43.5-60.9 power, 5 apr) stralite longsword 'Xerarianor' (43.5-60.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing Damage (Melee): +15 blight / +16 lightning Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +17 shocking sound / +8 mind When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Physical power: +13 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Str Changes resistances penetration: +13% sound Changes damage: +6% acid / +11% physical / +6% mind Disease immunity: +30% Stamina when hit: +1.90 Sharp, long, and deadly. |
voratun longsword 'Zubuvena' (54.5-76.3 power, 21 apr) voratun longsword 'Zubuvena' (54.5-76.3 power, 21 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +21 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing * cripple the target Damage (Melee): +20 blight / +16 darkness / +17 sound Damage against: +20% Living When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +27.0% Physical power: +15 (+3 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +7 Str Changes resistances: +15% sound / +6% arcane / +12% darkness / +6% blight Changes resistances penetration: +17% acid / +17% fire / +17% lightning / +16% cold Changes damage: +15% physical Poison immunity: +10% Disease immunity: +45% Cut immunity: +20% Stamina when hit: +2.30 Maximum hate: +4.00 Sharp, long, and deadly. |
Delagorach the iron mace (12-16.8 power, 2 apr) Delagorach the iron mace (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +6 darkness Damage against: +7% Living When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag Critical mult.: +15.00% Spell crit. chance: +1% Blunt and deadly. |
Radianceream the stralite mace (37-51.8 power, 5 apr) Radianceream the stralite mace (37-51.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +31 acid / +17 darkness Damage against: +17% Living When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 36% chance to corrode armour by 30% Damage when hit (Melee): 8 light Changes stats: +6 Con Changes resistances: +9% acid Changes resistances penetration: +25% acid / +11% physical / +12% mind / +13% darkness Changes damage: +12% acid Disarm immunity: +30% Light radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite mace of persecution (40-56 power, 5 apr)balanced stralite mace of persecution (40-56 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage against: +25% Unnatural When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Wil Disarm immunity: +44% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Layigada the cured leather slingLayigada the cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 200% Firing range: +7 Travel speed: +600% Damage (Ranged): +11 sound / +68 nature Burst (radius 1) on hit: +2 temporal When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% light / +6% arcane / +3% mind / +12% nature / +23% all Changes resistances penetration: +34% nature / +14% physical Changes damage: +14% sound / +14% physical Talent mastery: +0.20 Wild-gift / Fungus Mental save: +3 (+1 eff.) Poison immunity: +10% Disease immunity: +5% Silence immunity: +10% It can be used to regenerate 140 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. greater yew vilestaff of wizardry (20-24 power, 4 apr, fire element)greater yew vilestaff of wizardry (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Maximum mana: +58.00 Spellpower: +23 (+7 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Rhilathel (11.5-16.1 power, 2 apr) Rhilathel (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 insidious poison / +7 mind When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +4 Changes stats: +1 Str / +2 Dex / +2 Wil / +3 Cun Stamina each turn: +0.40 One-handed war axes. |
Scorpiontrial (19-26.6 power, 2 apr) Scorpiontrial (19-26.6 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 13% chance to cause random gloom Damage (Melee): +7 mind Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +2 Cun / +2 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% nature One-handed war axes. |
stralite waraxe 'Boltquell' (32-44.8 power, 18 apr) stralite waraxe 'Boltquell' (32-44.8 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target Damage (Melee): +16 sound When wielded/worn: Armour penetration: +26 Damage when hit (Melee): 4 lightning / 4 fire / 12 mind Changes stats: +1 Cun Changes resistances: +11% sound Changes resistances penetration: +12% acid / +21% physical / +21% darkness / +14% fire / +11% cold / +24% mind / +11% lightning Changes damage: +26% physical Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Mindpower: +14 (+3 eff.) One-handed war axes. |
Nurim NurimCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Fatigue: -4% Changes stats: +6 Dex / +2 Mag Changes resistances: +6% sound / +6% lightning / +6% mind / +6% darkness Critical mult.: +6.00% Spell save: +36 (+7 eff.) Light radius: +1 Infravision radius: +2 See invisible: +3 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Arorida' rough leather belt 'Arorida'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Damage when hit (Melee): 4 physical Changes resistances: +6% sound Critical mult.: +3.00% Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Maximum life: +35.00 Spellpower: +8 (+3 eff.) A belt that goes around your waist. |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
Eleldatha the Blastwitch (12 def, 6 armour) Eleldatha the Blastwitch (12 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 temporal Changes stats: +2 Mag / +7 Wil / +4 Cun Changes resistances: +12% temporal Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +9% temporal Physical save: +10 (+1 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+3 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 6 armour) thick linen cloak of Eldoral (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. soundproof elven-silk robe of life (5 def, 0 armour)soundproof elven-silk robe of life (5 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +17% sound / +20% light / +19% blight / +20% mind / +20% lightning Physical save: +40 (+6 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +4.30 Maximum life: +97.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dawnraven (0 def, 8 armour) Dawnraven (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes resistances penetration: +25% light Changes damage: +3% arcane / +6% blight Physical save: +6 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spell crit. chance: +1% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mireumbra (0 def, 11 armour) Mireumbra (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +11 Damage (Melee): 7 physical Damage when hit (Melee): 4 nature Changes resistances: +7% blight / +3% nature / +3% darkness Changes resistances penetration: +5% darkness / +15% nature Changes damage: +5% physical Spell save: +11 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +46.00 When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +10 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). On weapon hit: * Slows global speed by 53% * 12% chance to corrode armour by 30% Burst (radius 1) on hit: +4 darkness / +6 physical Burst (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 331.78 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Sunwar the voratun gauntlets (23 def, 3 armour) Sunwar the voratun gauntlets (23 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +75 (+11 eff.) Armour: +3 Defense: +23 (+6 eff.) Damage (Melee): 50 sound / 14 mind / 20 light Damage (Ranged): 38 sound Damage when hit (Melee): 8 blight Changes stats: +3 Str / +6 Dex / +8 Wil Changes resistances: +10% sound / +18% blight / +14% light / +19% mind Changes resistances penetration: +15% fire Changes damage: +11% mind / +11% light Grants telepathy: Humanoid/Orc Physical save: +20 (+3 eff.) Mental save: +20 (+3 eff.) Disarm immunity: +151% Infravision radius: +2 Melody each turn: +0.33 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +33 Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Earworm (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Dirty Fighting (40% chance level 5). On weapon hit: * 15% chance to blind Burst (radius 2) on crit: +54 mind / +50 dazing sound It can be used to activate talent Dirty Fighting, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You make a low blow against a sensitive point on the target, dealing 196% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 16 and their stun, blind, confusion and pin immunities to 50% of normal for 7 turns. This effect bypasses saves. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Sunsweep' (0 def, 8 armour) iron gauntlets 'Sunsweep' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +8 Armour Hardiness: +6% Damage (Melee): 12 blight Damage when hit (Melee): 8 light Changes stats: +2 Dex / +7 Con Changes resistances: +12% blight / +6% physical Changes resistances penetration: +15% light Changes damage: +8% blight Physical save: +9 (+1 eff.) When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Soul Rot (40% chance level 1). Burst (radius 2) on crit: +13 blight / +8 physical Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Halarek' (0 def, 15 armour) voratun gauntlets 'Halarek' (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +45.0% Physical power: +4 (+1 eff.) Armour: +15 Damage (Melee): 15 mind / 23 shocking sound Changes stats: +4 Str / +6 Mag / +6 Cun / +6 Con Changes resistances: +9% sound / +3% physical / +9% light / +10% mind / +5% arcane / +17% darkness Changes damage: +11% mind Critical mult.: +29.00% Physical save: +23 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +23 (+4 eff.) Disarm immunity: +50% Mana each turn: +0.25 Vim when firing critical spell: +4.00 Maximum life: +68.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +51% Mental crit. chance: +39% Infravision radius: +2 Healing mod.: +10% When used to modify unarmed attacks: Base power: 57.5 - 80.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +16 Crit. chance: +34.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). Damage (Melee): +19 arcane / +29 physical Burst (radius 2) on crit: +12 mind / +50 light / +85 darkness It can be used to activate talent Requiem, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Play a requiem for your target, dealing 58.99 sound damage for every Soundshock, Ear Damage, Sound Daze and Deafen effect affecting it. If the requiem kills the target you will regain 10% of your maximum melody plus another 10% per effect over 5 turns, if it survives it will be affected by Loss of Hearing for 5 turns. If Gone Vocal is active the caster will also gain a 4% bonus to darkness damage for 5 turns. The damage will scale with your Mindpower. (Loss of Hearing lowers all of the target's speeds while granting it a substantial amount of sound resistance and retroactive immunity to all negative performer effects.) Metal gloves protecting the hands up to the middle of the lower arm. |
Polibeth (0 def, 3 armour) Polibeth (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +3 Wil Changes resistances: +6% blight / +12% fire / +9% temporal Spell save: +3 (+1 eff.) Mental save: +6 (+1 eff.) Infravision radius: +2 A cap made of leather. |
iron helm 'Starwrest' (0 def, 3 armour) iron helm 'Starwrest' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Changes stats: +6 Lck Changes resistances: +3% temporal Spell save: +3 (+1 eff.) Stamina when hit: +1.10 Equilibrium when hit: +0.80 Spell crit. chance: +3% Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Anatar the stralite mail armour (4 def, 34 armour) Anatar the stralite mail armour (4 def, 34 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +34 Defense: +4 (+1 eff.) Fatigue: +7% Changes stats: +8 Cun / +8 Wil Changes resistances: +48% acid / +22% physical / +6% temporal / +21% fire / +32% lightning / +21% cold Changes resistances penetration: +15% mind Changes damage: +9% physical Physical save: +16 (+2 eff.) Mental save: +22 (+4 eff.) Life regen: +5.30 Stamina each turn: +2.10 Only die when reaching: -20.00 life A suit of armour made of mail. |
Shinemaim (19 def, 34 armour) Shinemaim (19 def, 34 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +34 Defense: +19 (+5 eff.) Fatigue: +16% Damage when hit (Melee): 14 sound / 8 light Changes stats: +6 Cun / +6 Mag Changes resistances: +30% sound / +9% fire / +26% light / +10% mind Changes damage: +6% light Mental save: +46 (+8 eff.) Blindness immunity: +10% Poison immunity: +10% Pinning immunity: +15% Life regen: +7.70 Only die when reaching: -60.00 life Maximum life: +169.00 Light radius: +4 Healing mod.: +60% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Toknor (4 def, 7 armour)reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Critical mult.: +18.00% A suit of armour made of leather. |
rejuvenating rough leather armour of acid resistance (1 def, 2 armour) rejuvenating rough leather armour of acid resistance (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +17% acid Life regen: +2.10 Stamina each turn: +0.60 A suit of armour made of leather. |
Voremina (4 def, 12 armour) Voremina (4 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +35% sound / +7% acid / +6% fire / +5% cold / +9% lightning Allows you to breathe in: water Spell save: +6 (+1 eff.) Mental save: +10 (+2 eff.) Disease immunity: +10% Only die when reaching: -80.00 life A suit of armour made of metal plates. |
dwarven-steel plate armour 'Ulezilarak' (5 def, 11 armour) dwarven-steel plate armour 'Ulezilarak' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Str / +9 Con Changes resistances: +23% acid / +3% temporal / +3% nature / +3% darkness Changes damage: +9% mind Spell save: +9 (+2 eff.) Maximum life: +101.00 A suit of armour made of metal plates. |
stralite plate armour 'Shineborn' (7 def, 13 armour) stralite plate armour 'Shineborn' (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 16 light Changes stats: +10 Str / +11 Con Changes resistances: +13% acid / +12% physical / +11% lightning / +39% cold / +8% mind / +10% fire Changes resistances penetration: +25% light / +15% mind Changes damage: +9% light / +12% mind Talent cooldown: Rush (-5 turns) Mental save: +20 (+3 eff.) Disarm immunity: +32% Stun/Freeze immunity: +36% Knockback immunity: +32% Life regen: +7.60 Stamina each turn: +1.70 Maximum life: +161.00 Light radius: +3 Healing mod.: +19% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Dourdeath (24/24, 68-95.2 power, 30 apr)Dourdeath (24/24, 68-95.2 power, 30 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 68.0 - 95.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +43.0% Capacity: 24 On weapon hit: * 40% chance to inflict 15% damage reduction * 10% chance to create an air burst * 10% chance to crush the target * 20% chance to torment the target On weapon crit: * cripple the target * wounds the target for 7 turns: 23 bleeding, 71% reduced healing Travel speed: +600% Damage (Ranged): +43 darkness / +8 fire / +38 gravity / +21 bleed / +41 mind Burst (radius 1) on hit: +29 sound / +12 arcane Burst (radius 2) on crit: +4 arcane / +16 fire Arrows are used with bows to pierce your foes to death. |
13 agate 13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
480 alchemist agate 480 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. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Radhyrim' (dig speed 2 turns) dwarven-steel pickaxe 'Radhyrim' (dig speed 2 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +14 Physical crit. chance: +11.0% Physical power: +24 (+4 eff.) Armour: +10 Defense: +7 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 12 arcane Changes stats: +13 Str / +3 Dex / +6 Wil / +4 Cun Changes resistances: +8% physical / +13% nature / +6% darkness Changes damage: +8% nature Critical mult.: +30.00% Mental save: +20 (+3 eff.) Blindness immunity: +20% Silence immunity: +5% Knockback immunity: +10% Maximum mana: +60.00 Mental crit. chance: +11% Infravision radius: +5 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (164 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xaneldarina XaneldarinaInfused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Con / +4 Wil Changes resistances: +6% blight Changes resistances penetration: +10% physical Critical mult.: +11.00% Physical save: +6 (+1 eff.) Life regen: +1.80 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. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
bloodstone 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 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. |
This item will automatically be transmogrified when you leave the level. vocal stralite singing sword (42.5-59.5 power, 3 apr)vocal stralite singing sword (42.5-59.5 power, 3 apr) Requires: - Cunning 24 - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: instrument / singsword ; tier 4 It must be held with both hands. Base power: 42.5 - 59.5 Uses stats: 25% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 sound This is a bardic weapon. When wielded/worn: Physical crit. chance: +11.0% Changes stats: +4 Cun / +6 Str Changes damage: +17% darkness / +21% sound Mindpower: +4 (+1 eff.) Maximum melody: +51.00 A two-handed sword that converts voice into sound. |
Growburst the yew totem of thorny skin [power 39] (20 cooldown) Growburst the yew totem of thorny skin [power 39] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +3% mind Talents cooldown: Invoke Tentacle (+10 turn) Rushing Claws (-1 turn) Talents granted: +2 Invoke Tentacle +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glitterriver [power 12] (6 cooldown) Glitterriver [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes resistances: +6% cold Maximum wards: +5 lightning / +4 temporal / +5 blight / +3 fire / +5 cold Talents cooldown: Volcano (-2 turns) Strike (-2 turns) Talents granted: +4 Volcano +5 Void Blast +7 Strike +1 Ward Blindness immunity: +15% Poison immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +15% Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 12, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
149 alchemist quartz 149 alchemist quartz0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
222 alchemist ametrine 222 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
4 amber 4 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By Xlad the Xorn Gladiator level 81
46th Haze 122nd year of Ascendancy at 17:14 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Xlad the Xorn Gladiator level 51
30th Haze 122nd year of Ascendancy at 16:05 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Xlad the Xorn Gladiator level 101
57th Haze 122nd year of Ascendancy at 08:35 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Xlad the Xorn Gladiator level 58
35th Haze 122nd year of Ascendancy at 10:40 see stats
Kill Bill! (Uniques)
Killed Bill in the Trollmire without leveling beyond your starting level.By Xlad the Xorn Gladiator level 12
77th Pyre 122nd year of Ascendancy at 08:12 see stats
Level 10 (Uniques)
Got a character to level 10.By Xlad the Xorn Gladiator level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By Xlad the Xorn Gladiator level 20
21st Haze 122nd year of Ascendancy at 02:27 see stats
Level 30 (Uniques)
Got a character to level 30.By Xlad the Xorn Gladiator level 30
26th Haze 122nd year of Ascendancy at 04:44 see stats
Level 40 (Uniques)
Got a character to level 40.By Xlad the Xorn Gladiator level 40
27th Haze 122nd year of Ascendancy at 13:33 see stats
Level 50 (Uniques)
Got a character to level 50.By Xlad the Xorn Gladiator level 50
28th Haze 122nd year of Ascendancy at 19:31 see stats
Poisonous (Uniques)
Sided with the assassin lord.By Xlad the Xorn Gladiator level 19
7th Dusk 122nd year of Ascendancy at 02:55 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Xlad the Xorn Gladiator level 63
40th Haze 122nd year of Ascendancy at 10:27 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Xlad the Xorn Gladiator level 51
30th Haze 122nd year of Ascendancy at 05:21 see stats
That was close (Uniques)
Killed your target while having only 1 life left.By Xlad the Xorn Gladiator level 18
6th Dusk 122nd year of Ascendancy at 13:49 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Xlad the Xorn Gladiator level 63
40th Haze 122nd year of Ascendancy at 10:44 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Xlad the Xorn Gladiator level 51
30th Haze 122nd year of Ascendancy at 09:20 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Xlad the Xorn Gladiator level 18
9th Flare 122nd year of Ascendancy at 14:21 see stats
Log
Today is the 7th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 8th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 9th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 10th Flare of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 1st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 2nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 3rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 4th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 5th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 6th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 7th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 8th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 9th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 10th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 11st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 12nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 13rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 14th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 15th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 16th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 17th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 18th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Xlad deactivates Combat Instinct.
Xlad slows down.
Xlad deactivates Cleaving Blows.
Xlad deactivates Earth Glide.
Xlad deactivates Apply Poison.
Xlad deactivates Close Combat Management.
Xlad deactivates Dexterous Strikes.
Xlad deactivates Frenzy.
