Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. 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. Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Additional Randart Properties 1.5.5 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. 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. 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. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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. 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. 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. Harbinger 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Xorn |
| Class | Harbinger |
| Level / Exp | 139 / 56% |
| Size | big |
| Lifes / Deaths | Killed by Yvobrema the large brown snake at level 96 on the 36th Dusk 122nd year of Ascendancy at 11:31 6 / 1 |
Primary Stats
| Strength | 84 (base 27) |
| Dexterity | 97 (base 11) |
| Constitution | 145 (base 60) |
| Magic | 119 (base 31) |
| Willpower | 195.43265857923 (base 82) |
| Cunning | 221.94286438524 (base 40) |
Resources
| Life | 8680/8680 |
| Stamina | 1043/1043 |
| Equilibrium | 18 |
| Healing Factor | 2.2400878751767 |
| Regeneration | 114.91347194927 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +111.44614646391% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 32 |
| Infravision | 21 |
| See Stealth | 77 |
| See Invisible | 76 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 302 |
| Accuracy | 108 |
| Crit Chance | 121% |
| APR | 123 |
| Speed | 1.00 |
| Damage | 219 |
| Accuracy | 108 |
| Crit Chance | 122% |
| APR | 103 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 224 |
| Accuracy | 108 |
| Crit Chance | 120% |
| APR | 103 |
| Speed | 1.00 |
| Damage | 260 |
| Accuracy | 108 |
| Crit Chance | 121% |
| APR | 119 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 132 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +21% |
Offense: Damage Penetration
| All | +18% |
Defense: Base
| Armour (hardiness) | 62.391823254951 (57.485137922785%) |
| Defense | 97 |
| Ranged Defense | 97 |
| Fatigue | 0 |
| Physical Save | 103 |
| Spell Save | 89 |
| Mental Save | 127 |
Defense: Resistances
| All | + 28%( 76%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 32% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 52% |
| Bleed Resistance | 26% |
| Teleport Resistance | 50% |
| Disarm Resistance | 100% |
| Pinning Resistance | 91% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 74% |
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
| Wild-gift / Blaze | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Poisons | 1.29 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Tremor | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Trapping | 1.29 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Thunder | 1.30 |
| 9/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Supercell | 1.30 |
| 2/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 4/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Rain | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 10/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Xorn | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/3 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Insidious Poison |
| talent | Chant of Fortitude |
| talent | Apply Poison |
| talent | Psiblades |
| talent | Numbing Poison |
| talent | Earth Glide |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. | completed |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gysethra the warg. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the wandering musician to the recall portal on level 2 of Old Forest. Escort: wandering musician (level 2 of Old Forest)As a reward you gained talent category Performer / Wanderer (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 45% of the way to your next Rank. You have killed: 111 Uniques 30 Bosses 31 Elite Bosses 33 Veterans 16 Heroics 15 Legends 12 Destroyers 7 Epics 3 Elders 1 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 1388. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. 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 storm wyrm claw. * You've found the needed snow giant kidney. * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Velalrarin' (0 def, 5 armour) pair of rough leather boots 'Velalrarin' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * 20% chance to disease Damage (Melee): 12 blight Changes stats: +2 Cun / +2 Con Changes resistances: +7% acid / +3% blight / +13% fire / +12% cold / +6% lightning Changes resistances penetration: +3% all Changes damage: +1% all Grants telepathy: Demon/Minor Demon/Major Physical save: +13 (+2 eff.) Mental save: +13 (+2 eff.) A pair of boots made of leather. |
| Quiver | 38 alchemist amber 38 alchemist amber0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 4 When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
| Light source | Murab MurabPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +8 Defense: +14 (+3 eff.) Damage (Melee): 4 blight Damage when hit (Melee): 19 fire Changes stats: +3 Con Changes resistances: +2% all / +10% fire Changes resistances penetration: +15% all Physical save: +40 (+6 eff.) Spell save: +20 (+4 eff.) Mental save: +35 (+5 eff.) Poison immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +10% Light radius: +16 See stealth: +25 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Lustrestrike' (3 def, 0 armour) elven-silk wizard hat 'Lustrestrike' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +10 Mag / +9 Wil / +20 Cun / +9 Con Changes resistances: +8% lightning / +8% temporal / +25% darkness / +7% fire / +8% nature / +8% acid / +20% physical / +8% blight / +8% cold / +20% mind / +38% light Changes damage: +43% lightning / +20% darkness / +44% fire / +40% acid / +14% physical / +20% light / +45% cold / +20% mind / +59% arcane Physical save: +29 (+5 eff.) Mental save: +58 (+9 eff.) Mana each turn: +2.50 Mana when hit: +3.00 Hate per kill: +4.00 Maximum mana: +110.00 Maximum hate: +15.00 Maximum psi: +111.00 Spellpower: +10 (+2 eff.) Mindpower: +20 (+3 eff.) Mental crit. chance: +17% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | Polylenn (0 def, 1 armour) Polylenn (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +7.0% Armour: +1 Changes stats: +2 Wil Changes resistances penetration: +5% arcane Changes damage: +6% mind Critical mult.: +12.00% Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +23% Spell crit. chance: +6% Mindpower: +2 (+1 eff.) Mental crit. chance: +7% When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 0% Str, 0% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). Talent on hit(mindpower): Flamespit (5% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On hands | dwarven-steel gauntlets 'Sunstrider' (10 def, 2 armour) dwarven-steel gauntlets 'Sunstrider' (10 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +11 (+2 eff.) Armour: +2 Defense: +10 (+2 eff.) Damage (Melee): 12 sound / 22 fire Damage (Ranged): 14 sound Damage when hit (Melee): 8 fire Changes stats: +4 Str Changes resistances: +6% mind / +8% fire Changes resistances penetration: +5% mind Changes damage: +7% fire Disarm immunity: +25% Life regen: +4.90 Stamina each turn: +1.60 Psi each turn: +0.28 Maximum stamina: +19.00 When used to modify unarmed attacks: Base power: 23.5 - 32.9 Uses stats: 0% Str, 0% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Second Wind (15% chance level 1). When this weapon crits: Dirty Fighting (20% chance level 3). Damage (Melee): +4 mind Burst (radius 2) on crit: +21 dazing sound / +10 fire / +4 mind 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. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | stralite ring 'Coalstake' stralite ring 'Coalstake'Powered by arcane forces 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: +17 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Damage when hit (Melee): 12 darkness Changes stats: +9 Mag / +5 Con Changes resistances: +26% acid / +26% lightning / +24% cold / +144% sound / +44% fire Changes resistances penetration: +10% darkness Changes damage: +36% sound / +3% fire / +8% all Stealth bonus: +10 Spell save: +36 (+7 eff.) Blindness immunity: +44% Disarm immunity: +38% Pinning immunity: +44% Knockback immunity: +44% Life regen: +3.00 Maximum life: +219.00 Maximum stamina: +24.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +17 (+4 eff.) Mindpower: +17 (+3 eff.) Infravision radius: +6 See stealth: +21 See invisible: +21 Healing mod.: +48% Rings can have magical properties. |
| On fingers | Elidann the Singewyrd Elidann the SingewyrdPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +24 (+5 eff.) Physical power: +28 (+6 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 16 mind / 8 fire Changes stats: +9 Dex / +15 Mag / +8 Wil / +25 Cun Changes damage: +12% mind / +8% all Mental save: +35 (+5 eff.) Silence immunity: +52% Disarm immunity: +78% Hate when firing a critical mind attack: +3.00 Psi per kill: +4.00 Maximum hate: +13.00 Spellpower: +56 (+12 eff.) Mindpower: +23 (+4 eff.) Movement speed: +22% Heals friendly targets nearby when you use a nature summon: +30 Melody each turn: +0.64 Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | stralite ring 'Emelivea' stralite ring 'Emelivea'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +26 (+5 eff.) Armour penetration: +15 Defense: +28 (+5 eff.) Fatigue: -6% Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +3 Str / +4 Dex / +7 Mag / +2 Wil / +17 Cun / +3 Lck Changes resistances: +26% light Changes damage: +13% light Blindness immunity: +36% Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spellpower: +12 (+3 eff.) Light radius: +3 Infravision radius: +6 See stealth: +18 See invisible: +20 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| On fingers | Chalidedir the steel ring Chalidedir the steel ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +18 (+4 eff.) Physical power: +8 (+2 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 14% chance to cause random gloom * 20% chance to blind Damage (Melee): 32 light / 13 bleed Effects on ranged hit: * 13% chance to cause random gloom * 20% chance to blind Damage (Ranged): 32 light / 13 bleed Damage when hit (Melee): 8 mind Changes stats: +10 Dex / +13 Mag / +23 Wil / +35 Cun / +1 Con Changes resistances: +28% acid / +28% fire Changes damage: +14% acid / +14% fire Critical mult.: +18.00% Physical save: +3 (+0 eff.) Spell save: +9 (+2 eff.) Blindness immunity: +30% Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +2.00 Maximum life: +32.00 Maximum hate: +9.00 Spellpower: +17 (+4 eff.) Mindpower: +26 (+4 eff.) Infravision radius: +5 See stealth: +13 See invisible: +12 Movement speed: +14% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | Chargepiety the stralite amulet Chargepiety the stralite amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +7 Defense: +26 (+5 eff.) Fatigue: -9% Damage when hit (Melee): 16 lightning Changes stats: +18 Str / +35 Dex / +9 Mag / +23 Wil / +17 Cun / +9 Con / +17 Lck Changes resistances: +6% lightning / +26% fire / +6% arcane / +22% cold Changes resistances cap: +6% all Changes damage: +8% acid / +7% fire / +8% cold / +8% lightning Talent masteries: +0.29 Cunning / Poisons +0.29 Cunning / Trapping Physical save: +23 (+4 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +22% Teleport immunity: +50% Life regen: +0.80 Stamina each turn: +1.10 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +6% Mindpower: +12 (+2 eff.) Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 18% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | Xuwe (25.5-28.05 power, 82 apr, nature damage) Xuwe (25.5-28.05 power, 82 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar projects psionic energy if enough is absorbed. This psionic mindstar is wrathful to the hated. This natural fire should be returned to the wyrm. This natural sand should be returned to the wyrm. Base power: 25.5 - 28.1 Uses stats: 95% Wil, 0% Mag, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +82 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +25 shocking sound / +12 blight When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Damage when hit (Melee): 8 darkness / 20 fire / 9 mind / 15 physical Changes stats: +15 Cun / +3 Str Changes resistances: +6% blight / +16% physical / +18% fire Changes resistances penetration: +11% sound / +15% physical / +13% darkness / +19% fire / +15% mind Changes damage: +25% lightning / +16% physical / +31% darkness / +12% sound / +21% blight / +45% fire / +32% mind / +20% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +17.00% Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +17% Global speed: +6% It can be used to inflict 670.34 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| In main hand | Isliwe the Wildbrace (12.5-13.75 power, 62 apr, nature damage) Isliwe the Wildbrace (12.5-13.75 power, 62 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This honing mindstar will focus other psionic mindstars. This psionic mindstar is wrathful to the hated. This natural fire should be returned to the wyrm. The set is complete. Base power: 12.5 - 13.8 Uses stats: 86% Wil, 0% Mag, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 9 sound / 17 fire / 12 darkness Changes stats: +1 Str / +3 Dex / +17 Wil / +8 Cun Changes resistances: +7% sound / +17% fire / +9% nature / +8% physical Changes resistances penetration: +17% fire / +9% nature / +9% physical Changes damage: +17% fire / +9% nature / +7% physical Talent mastery: +0.20 Wild-gift / Harmony Physical save: +8 (+1 eff.) Equilibrium when hit: +1.70 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +0.00 Mindpower: +34 (+5 eff.) Mental crit. chance: +14% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Veluvena VeluvenaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -2% Effects on melee hit: * 10% chance to disease Changes stats: +4 Dex / +4 Cun / +3 Con / +8 Lck Changes damage: +12% blight / +2% all Trap disarming bonus: +8 Stealth bonus: +7 Mental save: +6 (+1 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
| In off hand | pulsing mindstar 'Umbrawreck' (13.5-14.85 power, 62 apr, mind damage) pulsing mindstar 'Umbrawreck' (13.5-14.85 power, 62 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This psionic mindstar dreams of an epiphany. This natural sand should be returned to the wyrm. This natural venom should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 86% Wil, 0% Mag, 48% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 51% chance to inflict 15% damage reduction Burst (radius 1) on hit: +12 light / +8 darkness Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 17 lightning / 17 physical / 4 darkness / 26 acid Changes stats: +3 Str / +4 Dex / +4 Mag / +6 Wil / +8 Cun / +4 Con Changes resistances: +34% acid / +17% physical / +23% blight / +19% mind / +16% lightning Changes resistances penetration: +17% lightning / +17% physical / +5% light / +27% acid Changes damage: +38% lightning / +14% physical / +35% acid / +20% fire / +21% cold / +24% nature / +12% temporal Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Mental save: +6 (+1 eff.) Disease immunity: +63% Life regen: +3.40 Equilibrium when hit: +2.10 Hate per kill: +5.00 Psi per kill: +5.00 Maximum psi: +42.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +5 It can be used to inflict 599.19 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| In off hand | Hettykor the living mindstar (15.5-17.05 power, 78 apr, nature damage) Hettykor the living mindstar (15.5-17.05 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. This natural fire should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. The set is complete. Base power: 15.5 - 17.1 Uses stats: 95% Wil, 0% Mag, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 lightning / 20 fire / 12 temporal Changes stats: +4 Str / +4 Dex / +3 Mag / +8 Wil / +10 Cun / +4 Con Changes resistances: +20% lightning / +17% fire / +9% mind / +8% blight Changes resistances penetration: +16% lightning / +15% fire / +13% mind Changes damage: +19% lightning / +17% fire / +29% mind / +8% nature Grants telepathy: Dragon Mental save: +3 (+1 eff.) Disease immunity: +22% Psi when hit: +2.54 Hate per kill: +8.00 Maximum hate: +10.00 Mindpower: +51 (+8 eff.) Mental crit. chance: +11% Global speed: +9% Damage Resonance (when hit): +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Salamira the Rainstrider (13 def, 14 armour) Salamira the Rainstrider (13 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +38 (+8 eff.) Armour: +14 Defense: +13 (+2 eff.) Fatigue: -11% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 8 mind Damage when hit (Melee): 12 acid / 4 nature / 16 mind Changes stats: +2 Str / +2 Con Changes resistances: +14% sound / +26% light / +3% acid / +12% blight / +26% fire / +12% nature / +26% cold Changes resistances penetration: +5% acid / +20% mind Changes damage: +9% mind Stealth bonus: +14 Physical save: +21 (+3 eff.) Mental save: +14 (+2 eff.) Life regen: +1.40 Only die when reaching: -50.00 life Maximum life: +162.00 Maximum stamina: +32.00 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cloudseam (10 def, 7 armour) Cloudseam (10 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Armour: +7 Defense: +10 (+2 eff.) Effects on melee hit: * 44% chance to daze at end of turn * 15% chance to inflict 15% damage reduction * 30% chance to blind Damage (Melee): 12 acid / 12 darkness Damage when hit (Melee): 12 darkness / 8 acid Changes stats: +10 Str / +16 Mag / +13 Wil / +9 Cun / +8 Con Changes resistances: +118% sound / +58% light / +17% blight / +18% lightning / +44% mind / +37% darkness Changes resistances penetration: +30% lightning / +15% acid Changes damage: +67% sound / +35% light / +34% darkness / +13% mind / +17% nature / +9% lightning Physical save: +54 (+9 eff.) Spell save: +31 (+6 eff.) Mental save: +74 (+11 eff.) Poison immunity: +44% Disease immunity: +44% Life regen: +3.50 Mana each turn: +0.34 Psi each turn: +0.33 Maximum life: +134.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +15% Light radius: +5 Healing mod.: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Maximum melody: +126.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 553) healing infusion of the sneak (heal 553)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 553 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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 Reflection (absorb and reflect 695 for 5 turns) Rune of Reflection (absorb and reflect 695 for 5 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: 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 and reflecting at most 695 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (931.73 temporal damage, removed from time 4 turns) Rune of the Rift (931.73 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 1239.20 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. |
phase door rune of the sneak (range 24; power 69; dur 5) phase door rune of the sneak (range 24; power 69; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 69%, your defense is increased by 69 and all your resistances by 69%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 171) teleportation rune of the duelist (range 171)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Dexterity 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. |
teleportation rune of the warrior (range 141) teleportation rune of the warrior (range 141)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 141 with a minimum range of 15. 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. |
Boltspawn BoltspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 4 lightning Damage when hit (Melee): 8 blight Changes resistances: +12% mind Changes damage: +15% blight / +12% lightning Talent masteries: +0.15 Wild-gift / Mindstar mastery +0.15 Spell / Staff combat Confusion immunity: +23% Amulets can have magical properties. |
Silytta the steel amulet Silytta the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Damage (Melee): 4 arcane Changes stats: +6 Con / +5 Mag Changes resistances: +9% physical Changes resistances cap: +4% all Changes damage: +6% acid / +9% blight / +5% fire / +6% lightning / +6% cold Physical save: +14 (+2 eff.) Stamina each turn: +0.60 Mana when firing critical spell: +4.00 Maximum vim: +30.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% Damage Shield penetration: +40% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Blazedream BlazedreamPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +41 (+8 eff.) Armour penetration: +13 Physical power: +26 (+5 eff.) Armour: +8 Defense: +44 (+8 eff.) Damage when hit (Melee): 8 lightning Changes stats: +9 Str / +13 Dex / +13 Mag / +7 Wil / +31 Cun / +9 Con Changes resistances: +3% acid Changes damage: +24% acid Critical mult.: +3.00% Physical save: +40 (+6 eff.) Mental save: +14 (+2 eff.) Silence immunity: +26% Disarm immunity: +44% Life regen: +0.20 Maximum stamina: +5.00 Spellpower: +39 (+8 eff.) Mindpower: +12 (+2 eff.) Movement speed: +22% Melody each turn: +0.34 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
Noonpulverizer NoonpulverizerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex / +3 Mag / +2 Wil / +5 Cun / +3 Con Changes resistances: +28% fire Changes damage: +12% light / +14% fire Spell save: +12 (+2 eff.) Hate per kill: +2.00 Maximum stamina: +16.00 Spellpower: +9 (+2 eff.) Mental crit. chance: +8% Infravision radius: +3 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Talent mastery: +0.20 Wild-gift / Rain Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 65.13 cold and 46.91 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
stralite ring 'Erigen' stralite ring 'Erigen'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +2.0% Physical power: +13 (+3 eff.) Armour Hardiness: +10% Changes stats: +8 Cun / +8 Dex Changes resistances: +3% lightning / +6% cold / +6% darkness / +3% arcane Changes damage: +7% all Mental save: +9 (+2 eff.) Confusion immunity: +31% Stun/Freeze immunity: +5% Life regen: +1.30 Maximum life: +78.00 Spellpower: +13 (+3 eff.) Mindpower: +17 (+3 eff.) Healing mod.: +18% Rings can have magical properties. |
warrior's gold ring of light (+24%) warrior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Brightvortex the living mindstar (17.5-19.25 power, 40 apr, nature damage) Brightvortex the living mindstar (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 shocking sound Burst (radius 1) on hit: +8 fire When wielded/worn: Damage when hit (Melee): 7 mind / 9 darkness Changes stats: +2 Cun / +1 Wil Changes resistances: +5% mind Changes resistances penetration: +12% sound / +15% fire / +8% mind / +15% nature Changes damage: +6% acid / +8% darkness / +3% fire / +32% mind / +8% sound Talents cooldown: Frenzied Focus (+0(-) turn) Brain Storm (+0(-) turn) Charged Aura (+0(-) turn) Thermal Aura (+0(-) turn) Pyrokinesis (+0(-) turn) Kinetic Aura (+0(-) turn) Equilibrium when hit: +2.30 Psi when hit: +2.40 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +0.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +9% Damage Resonance (when hit): +25% Talent on hit(nature): Slime Spit (5% chance level 1). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Chalunik (4.5-4.95 power, 12 apr, mind damage) Chalunik (4.5-4.95 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 4.5 - 5.0 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +3 Cun Changes resistances: +3% mind Changes resistances penetration: +3% mind / +15% physical Changes damage: +3% mind Critical mult.: +6.00% Physical save: +30 (+5 eff.) Psi when hit: +0.60 Maximum stamina: +15.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Damage Resonance (when hit): +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gledamira (13-14.3 power, 32 apr, mind damage) Gledamira (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. This mindstar projects psionic energy if enough is absorbed. This psionic mindstar hates not to be wrathful. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Spatial Tether (5% chance level 1). Burst (radius 1) on hit: +8 arcane When wielded/worn: Damage (Melee): 12 arcane Changes resistances: +9% blight / +17% mind / +12% arcane Changes resistances penetration: +15% temporal / +13% mind / +12% darkness Changes damage: +18% lightning / +3% temporal / +19% darkness / +14% fire / +19% cold / +16% mind / +6% nature Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talents cooldown: Frenzied Focus (+0(-) turn) Brain Storm (+0(-) turn) Charged Aura (+0(-) turn) Thermal Aura (+0(-) turn) Pyrokinesis (+0(-) turn) Kinetic Aura (+0(-) turn) Mental save: +7 (+1 eff.) Disease immunity: +22% Psi each turn: +0.00 Maximum psi: +42.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scorchbreak (9.5-10.45 power, 24 apr, mind damage) Scorchbreak (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar calls for a summoner. This natural mindstar summons a caller. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 0% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Mind Sear (5% chance level 1). Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +5% acid / +5% fire / +4% cold / +5% physical Changes damage: +11% acid / +10% fire / +9% cold / +10% physical Physical save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.04 Psi when firing a critical mind attack: +1.00 Psi per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 325.68 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar 'Samidrathel' (3-3.3 power, 12 apr, mind damage) mossy mindstar 'Samidrathel' (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% When wielded/worn: Armour: +4 Effects when hit in melee: * Slows global speed by 3% Changes damage: +3% nature Stun/Freeze immunity: +5% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of balance (16-17.6 power, 40 apr, mind damage) nature's living mindstar of balance (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +5% nature Physical save: +6 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disease immunity: +12% Equilibrium when hit: +0.60 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather belt 'Bleaknail' rough leather belt 'Bleaknail'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Damage (Melee): 16 blight / 12 darkness Damage when hit (Melee): 4 darkness / 8 blight Changes resistances penetration: +15% blight / +5% darkness Changes damage: +3% blight Critical mult.: +6.00% Life regen: +1.20 Healing mod.: +14% A belt that goes around your waist. |
Cleansegrit the elven-silk cloak (3 def, 8 armour) Cleansegrit the elven-silk cloak (3 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +11 Armour: +8 Defense: +3 (+0 eff.) Damage (Melee): 8 light / 8 nature Changes stats: +4 Wil Changes resistances: +10% sound / +10% darkness / +9% fire / +20% nature / +9% acid / +20% blight / +37% cold / +9% mind / +20% lightning Changes resistances penetration: +5% nature Critical mult.: +26.00% Reduces incoming crit damage: 5.00% Stealth bonus: +15 Mental save: +15 (+2 eff.) Life regen: +3.00 Infravision radius: +1 Healing mod.: +30% Talent on hit(mindpower): Slime Spit (5% chance level 2). A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerawyn (1 def, 0 armour) Nerawyn (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 8 acid / 4 mind Damage when hit (Melee): 16 mind Changes stats: +2 Dex / +3 Mag / +3 Wil / +2 Cun Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +6% mind Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyspike (0 def, 0 armour) Skyspike (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +8 Mag / +7 Wil / +4 Con Changes resistances penetration: +10% lightning / +7% temporal / +7% physical Changes damage: +9% temporal / +3% blight / +11% nature / +3% arcane / +10% physical Poison immunity: +30% Disease immunity: +25% Mana each turn: +0.18 Psi each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +2 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +4 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sunvile the cashmere robe (2 def, 0 armour) Sunvile the cashmere robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +6 Mag / +6 Wil / +4 Cun Changes resistances: +36% lightning / +16% physical / +8% cold Changes resistances penetration: +25% fire Changes damage: +25% lightning / +27% physical / +3% fire / +11% cold Critical mult.: +13.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Changes resistances: +6% fire / +5% cold A pair of boots made of leather. |
Dralen the iron gauntlets (0 def, 1 armour) Dralen the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 5 cold Changes stats: +2 Con Changes resistances: +15% acid / +6% cold Changes resistances penetration: +25% arcane Changes damage: +15% acid / +4% cold Physical save: +11 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 0% Str, 0% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Ice Breath (10% chance level 1). Damage (Melee): +7 physical Burst (radius 2) on crit: +6 ice 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Cun, 0% Str, 80% Mag, 0% Dex Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 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 appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Cun, 0% Str, 80% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayurin the Curewend (0 def, 4 armour) Mayurin the Curewend (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 20 lightning / 20 nature Damage when hit (Melee): 8 nature Changes damage: +12% lightning Stamina when hit: +1.80 Equilibrium when hit: +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Thundervice the elven-silk wizard hat (3 def, 0 armour) Thundervice the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 16 lightning Changes stats: +7 Mag / +17 Wil / +10 Cun Changes resistances: +9% lightning Changes resistances penetration: +10% lightning / +5% temporal Changes damage: +20% arcane Grants telepathy: Humanoid/Orc Mental save: +30 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +9.60 Psi each turn: +0.36 Hate when firing a critical mind attack: +4.00 Maximum mana: +102.00 Spellpower: +6 (+2 eff.) Mindpower: +14 (+2 eff.) Mental crit. chance: +14% Damage Shield Power: +28% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 962 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Murkgrind' (0 def, 3 armour) hardened leather cap 'Murkgrind' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 16 fire Damage when hit (Melee): 8 darkness / 12 fire Changes stats: +6 Str Changes resistances: +6% darkness Changes damage: +9% darkness / +15% fire A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
7 agate 7 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. |
668 alchemist agate 668 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. |
7 onyx 7 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. |
4 aquamarine 4 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. |
3 lapis lazuli 3 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 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 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. |
2 topaz 2 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. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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. |
Radiancewoe the brass lantern Radiancewoe the brass lanternPowered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 4 light / 4 acid Damage when hit (Melee): 4 light / 12 fire Changes resistances: +3% acid / +6% fire / +3% light Changes resistances penetration: +10% light Changes damage: +6% light Blindness immunity: +20% Confusion immunity: +12% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Light radius: +6 See stealth: +7 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (208 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Flashbrace' alchemist's lamp 'Flashbrace'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Damage (Melee): 12 fire Damage when hit (Melee): 12 light Changes stats: +5 Mag Changes resistances: +7% blight / +7% darkness / +17% light Changes resistances penetration: +10% all Changes damage: +9% darkness Damage affinity(heal): +5% darkness Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Light radius: +11 Infravision radius: +9 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 472.89 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
brass lantern 'Manyroddagund' brass lantern 'Manyroddagund'Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Damage when hit (Melee): 11 fire Changes resistances: +6% fire / +3% temporal / +1% all Spell save: +20 (+4 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +20% Teleport immunity: +10% Light radius: +2 See stealth: +8 See invisible: +8 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. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +5 Healing mod.: +10% 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. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: 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. |
2 ruby 2 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 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. |
8 amethyst 8 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. |
4 quartz 4 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. |
107 alchemist zircon 107 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
amber 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. |
11 ametrine 11 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. |
5 citrine 5 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. |
9 zircon 9 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. |
Elixir of Foundations Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid. |
Elixir of the Fox Elixir of the FoxInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
Achievements
A dangerous secret (Uniques)
Found the mysterious staff and told Last Hope about it.By Harbinger the Xorn Harbinger level 139
26th Haze 122nd year of Ascendancy at 22:12 see stats
Against all odds (Uniques)
Killed Ukruk in the ambush.By Harbinger the Xorn Harbinger level 135
19th Haze 122nd year of Ascendancy at 13:40 see stats
Catch that Plumpkin! (Uniques)
Finish the Plumpkin event.By Harbinger the Xorn Harbinger level 106
59th Dusk 122nd year of Ascendancy at 00:08 see stats
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Harbinger the Xorn Harbinger level 89
28th Dusk 122nd year of Ascendancy at 05:09 see stats
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By Harbinger the Xorn Harbinger level 89
20th Dusk 122nd year of Ascendancy at 17:26 see stats
Earth Master (Uniques)
Killed Harkor'Zun and unlocked Stone magic.By Harbinger the Xorn Harbinger level 60
15th Dusk 122nd year of Ascendancy at 13:56 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Harbinger the Xorn Harbinger level 74
16th Dusk 122nd year of Ascendancy at 01:19 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Harbinger the Xorn Harbinger level 16
5th Mirth 122nd year of Ascendancy at 06:09 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Harbinger the Xorn Harbinger level 58
10th Dusk 122nd year of Ascendancy at 08:26 see stats
Level 10 (Uniques)
Got a character to level 10.By Harbinger the Xorn Harbinger level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By Harbinger the Xorn Harbinger level 20
2nd Dusk 122nd year of Ascendancy at 16:42 see stats
Level 30 (Uniques)
Got a character to level 30.By Harbinger the Xorn Harbinger level 30
4th Dusk 122nd year of Ascendancy at 06:58 see stats
Level 40 (Uniques)
Got a character to level 40.By Harbinger the Xorn Harbinger level 40
5th Dusk 122nd year of Ascendancy at 11:56 see stats
Level 50 (Uniques)
Got a character to level 50.By Harbinger the Xorn Harbinger level 50
8th Dusk 122nd year of Ascendancy at 14:22 see stats
Poisonous (Uniques)
Sided with the assassin lord.By Harbinger the Xorn Harbinger level 102
47th Dusk 122nd year of Ascendancy at 00:40 see stats
Savior of the damsels in distress (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Harbinger the Xorn Harbinger level 41
6th Dusk 122nd year of Ascendancy at 00:15 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Harbinger the Xorn Harbinger level 90
36th Dusk 122nd year of Ascendancy at 04:46 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Harbinger the Xorn Harbinger level 50
8th Dusk 122nd year of Ascendancy at 20:52 see stats
The Arena (Uniques)
Unlocked Arena mode.By Harbinger the Xorn Harbinger level 14
78th Pyre 122nd year of Ascendancy at 05:23 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Harbinger the Xorn Harbinger level 47
8th Dusk 122nd year of Ascendancy at 06:07 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Harbinger the Xorn Harbinger level 17
9th Flare 122nd year of Ascendancy at 18:54 see stats
Vampire crusher (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Harbinger the Xorn Harbinger level 133
19th Haze 122nd year of Ascendancy at 06:11 see stats
Log
Saving done.
Gwelgoroth casts Lightning.
Harbinger resonates with the damage.
Gwelgoroth hits Harbinger for 24 lightning damage.
Harbinger's mind surges with critical power!
Harbinger's mind surges with critical power!
Harbinger's mind surges with critical power!
Harbinger receives 887 healing.
Harbinger hits Gwelgoroth for 860 fire damage.
Harbinger killed Gwelgoroth!
Resting starts...
Harbinger is no longer resonating.
Talent Earth Glide is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Harbinger activates Earth Glide.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 29 turns (stop reason: at exit).
There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Harbinger deactivates Apply Poison.
Harbinger deactivates Numbing Poison.
Harbinger deactivates Insidious Poison.
Harbinger deactivates Earth Glide.
Harbinger deactivates Chant of Fortitude.
Harbinger deactivates Psiblades.
