Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Shield Tactics - New Bulwark Talent Category 1.5.5Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: Additional Randart Properties 1.5.5 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Unlock Adventurer Class 1.5.5Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine). Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Xorn |
| Class | Marauder |
| Level / Exp | 148 / 14% |
| Size | big |
| Lifes / Deaths | Killed by xm's Inner Demon at level 53 on the 4th Flare 122nd year of Ascendancy at 12:13 6 / 1 |
Primary Stats
| Strength | 186 (base 88) |
| Dexterity | 184 (base 88) |
| Constitution | 174 (base 88) |
| Magic | 76 (base 10) |
| Willpower | 164 (base 10) |
| Cunning | 271 (base 60) |
Resources
| Life | 8456/8456 |
| Mana | 1812/1812 |
| Stamina | 921/921 |
| Healing Factor | 2.2651162790698 |
| Regeneration | 93.039651162792 |
Speed
| Mental | +7.35% |
| Attack | +7.35% |
| Movement | +69% |
| Spell | +7.35% |
| Global | +109.9% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 29 |
| See Stealth | 23 |
| See Invisible | 35 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 339 |
| Accuracy | 116 |
| Crit Chance | 261% |
| APR | 209 |
| Speed | 0.93 |
| Damage | 311 |
| Accuracy | 116 |
| Crit Chance | 257% |
| APR | 207 |
| Speed | 0.84 |
Offense: Offhand
| Damage | 177 |
| Accuracy | 116 |
| Crit Chance | 260% |
| APR | 209 |
| Speed | 0.93 |
| Damage | 201 |
| Accuracy | 116 |
| Crit Chance | 262% |
| APR | 211 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 100% |
| Speed | 0.93153237074988 |
Offense: Mind
| Mindpower | 129 |
| Crit Chance | 100% |
| Speed | 0.93153237074988 |
Offense: Damage Bonus
| Acid | +26% |
| Blight | +36% |
| Arcane | +27% |
| Cold | +30% |
| All | +10% |
| Mind | +108% |
| Lightning | +26% |
| Light | +103% |
| Temporal | +77% |
| Physical | +139% |
| Darkness | +101% |
| Fire | +45% |
| Nature | +43% |
Offense: Damage Penetration
| Acid | +34% |
| Physical | +123% |
| Mind | +83% |
| All | +19% |
| Darkness | +116% |
| Light | +39% |
| Temporal | +85% |
| Fire | +42% |
| Nature | +37% |
Defense: Base
| Armour (hardiness) | 86.715 (40%) |
| Defense | 80 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 122 |
| Spell Save | 83 |
| Mental Save | 126 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 59%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 70%( 70%) |
| All | + 29%( 70%) |
| Mind | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Physical | + 64%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 75% |
| Fear Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 57% |
| Bleed Resistance | 100% |
| Teleport Resistance | 5% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 30% |
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
| Cunning / Tactical | 1.58 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 7/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 2/5 |
| 6/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 7/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 0.90 |
| 2/5 |
| 5/5 |
| 7/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 7/5 |
| 7/5 |
| 1/5 |
| 7/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 7/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 7/5 |
| 7/5 |
| Race / Xorn | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/3 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Technique / Conditioning | 1.40 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Crippling Poison |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Earth Glide |
| beneficial effect | Parrying melee and ranged attacks: Has a 80% chance to deflect up to 41 damage from the next 3.9 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 336 - 471 Accuracy: 135 (knife) APR: 216 Crit Chance: +265% Crit mult: 340% Uses Stats: 50% Str, 70% Dex |
| beneficial effect | Countering melee attacks: Has a 64% chance to get an automatic counter attack when avoiding a melee attack. (3.4 counters remaining) Counter Attacking |
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. | active |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by ghast. Escort: temporal explorer (level 2 of Dreadfell) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 32% of the way to your next Rank. You have killed: 84 Uniques 29 Bosses 26 Elite Bosses 31 Veterans 26 Heroics 12 Legends 18 Destroyers 3 Epics 3 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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: 1667. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed minotaur nose. * You've found the needed vial of greater demon bile. 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 pouch of luminous horror dust. * You've found the needed sandworm tooth. * You've found the needed faerlhing fang. | 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Nightrip (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 35% chance to blind Damage (Melee): 4 darkness Changes stats: +5 Wil / +6 Cun / +12 Con Changes resistances: +15% lightning / +67% temporal / +55% darkness / +18% fire / +12% cold Changes resistances penetration: +36% temporal / +41% darkness / +10% physical Changes damage: +3% light Stealth bonus: +10 Physical save: +40 (+5 eff.) Spell save: +15 (+3 eff.) Mental save: +38 (+6 eff.) Stamina each turn: +1.30 Maximum stamina: +35.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Mindpower: +8 (+1 eff.) Movement speed: +20% Defense after a teleport: +60 Resist all after a teleport: +40% New effects duration reduction after a teleport: +49% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | 39 alchemist emerald0.00 Encumbrance. Type: alchemist-gem / green ; tier 3 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
| Light source | SearbiterPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +9 (+1 eff.) Changes stats: +5 Str / +2 Mag / +12 Wil / +5 Cun Changes resistances: +11% light Changes resistances penetration: +10% fire / +13% all Changes damage: +6% temporal / +14% darkness / +13% mind Damage affinity(heal): +5% darkness Critical mult.: +16.00% Mental save: +12 (+2 eff.) Light radius: +5 Infravision radius: +5 See stealth: +23 See invisible: +20 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 400.42 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Mayuth (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 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 temporal Changes stats: +2 Dex / +10 Mag / +22 Wil / +28 Cun / +3 Con Changes resistances: +18% temporal / +20% darkness / +30% light / +36% mind / +20% physical Changes resistances penetration: +3% all Changes damage: +35% physical / +35% light / +33% temporal / +40% mind / +34% darkness Critical mult.: +15.00% Physical save: +42 (+6 eff.) Spell save: +15 (+3 eff.) Mental save: +78 (+12 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +18.00 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum hate: +15.00 Maximum psi: +80.00 Mindpower: +32 (+4 eff.) Mental crit. chance: +22% Damage Shield Power: +44% Talent on hit(spell): Moonlight Ray (5% chance level 1). 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 807 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... |
| On hands | Firespawner the voratun gauntlets (13 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +39 (+6 eff.) Armour penetration: +43 Physical crit. chance: +20.0% Armour: +9 Defense: +13 (+3 eff.) Ranged Defense: +13 (+2 eff.) Fatigue: -4% Effects on melee hit: * 22% chance to cause random gloom Damage (Melee): 8 lightning / 15 temporal / 40 darkness / 10 fire / 10 acid / 10 blight / 10 cold / 40 mind / 20 light Damage (Ranged): 20 temporal Changes stats: +5 Str / +29 Dex / +11 Mag / +5 Wil / +30 Cun / +6 Con Changes resistances: +9% lightning / +11% temporal / +13% light / +9% blight / +3% cold / +9% nature Changes damage: +11% temporal / +11% light / +11% blight / +3% fire / +11% arcane Talent mastery: +0.10 Technique / Conditioning Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +55 (+7 eff.) Spell save: +10 (+2 eff.) Mental save: +29 (+5 eff.) Disarm immunity: +96% Stun/Freeze immunity: +5% Maximum life: +80.00 Spell crit. chance: +20% Mindpower: +10 (+1 eff.) Mental crit. chance: +19% Light radius: +1 It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| On hands | voratun gauntlets 'Brandspire' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +9 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 10 acid / 40 darkness / 9 lightning / 8 cold / 9 fire / 55 mind / 39 light Changes stats: +11 Str / +5 Dex / +6 Mag / +11 Wil / +5 Cun / +10 Con / +1 Lck Changes resistances: +10% mind / +23% light Changes damage: +22% light / +11% mind / +3% all Talent cooldown: Double Strike (-1 turn) Physical save: +44 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +16 (+3 eff.) Disarm immunity: +39% Mana each turn: +0.39 Maximum life: +80.00 Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Mindpower: +8 (+1 eff.) Infravision radius: +2 Damage Shield penetration: +10% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Shockwar (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +10 Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 4 mind Damage when hit (Melee): 8 physical Changes stats: +11 Str / +5 Wil / +2 Cun Changes resistances: +3% mind / +12% physical Changes damage: +14% fire / +14% mind / +12% physical Critical mult.: +12.00% Mental save: +13 (+2 eff.) Stamina each turn: +0.60 Mental crit. chance: +7% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | IslimiveaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Physical power: +7 (+1 eff.) Armour: +2 Defense: +11 (+2 eff.) Fatigue: -6% Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 mind / 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +7 Str / +5 Cun / +6 Con Changes resistances: +35% nature / +8% blight Reduce damage by fixed amount: +10 all Changes damage: +13% nature Maximum encumbrance: +26 Blindness immunity: +5% Poison immunity: +18% Disease immunity: +16% Disarm immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings can have magical properties. |
| On fingers | EmelugawePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom * 35% chance to blind Damage (Melee): 36 light / 25 bleed Effects on ranged hit: * 18% chance to cause random gloom * 21% chance to blind Damage (Ranged): 50 light / 23 bleed Changes stats: +10 Str / +23 Wil / +21 Cun / +10 Con Changes resistances: +12% temporal Changes resistances penetration: +10% mind / +10% temporal Mental save: +20 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +4.50 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +21 (+3 eff.) Mental crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings can have magical properties. |
| On fingers | Ulfadunik the gold ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Physical power: +23 (+3 eff.) Armour: +14 Defense: +19 (+4 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to disease * 16% chance to cause random gloom * 25% chance to blind Damage (Melee): 12 blight / 17 bleed / 37 light Effects on ranged hit: * 16% chance to cause random gloom * 22% chance to blind Damage (Ranged): 38 light / 12 bleed Changes stats: +15 Str / +7 Wil / +16 Cun / +7 Con Changes resistances: +22% acid / +32% light / +21% fire / +22% lightning / +22% cold Changes damage: +16% light / +9% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +11 (+2 eff.) Confusion immunity: +34% Stun/Freeze immunity: +37% Life regen: +4.60 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Psi per kill: +4.00 Maximum life: +70.00 Maximum hate: +8.00 Mindpower: +19 (+2 eff.) Healing mod.: +22% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
| On fingers | gold ring 'Murkstinger'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +35 (+5 eff.) Armour penetration: +13 Physical power: +25 (+3 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 4 blight / 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +11 Str / +16 Dex / +14 Wil / +36 Cun / +17 Con Changes resistances: +32% acid Changes resistances penetration: +5% nature / +3% all Changes damage: +16% acid / +7% all Stealth bonus: +20 Physical save: +14 (+2 eff.) Spell save: +20 (+4 eff.) Stun/Freeze immunity: +36% Life regen: +3.20 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Spellpower: +14 (+3 eff.) Mindpower: +34 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Searobeisance the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Defense: +20 (+4 eff.) Damage (Melee): 12 fire Changes stats: +13 Lck / +10 Wil Changes resistances: +27% darkness / +3% temporal / +31% light / +1% all Changes damage: +9% fire Talent mastery: +0.38 Cunning / Tactical Mental save: +27 (+4 eff.) Blindness immunity: +89% Cut immunity: +80% Disarm immunity: +5% Confusion immunity: +42% Pinning immunity: +10% Stun/Freeze immunity: +25% Mindpower: +26 (+3 eff.) Infravision radius: +8 Sight radius: +2 See invisible: +15 Healing mod.: +23% Reduce all damage from unseen attackers: 20% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 713 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | voratun waraxe 'Aladunakhad' (62.5-87.5 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 62.5 - 87.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 35% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +19 acid / +30 cold When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +2 Physical crit. chance: +15.0% Changes stats: +6 Str / +3 Con Changes resistances: +6% blight / +3% physical Changes resistances penetration: +15% acid Changes damage: +9% blight / +15% physical Life regen: +2.50 Stamina when hit: +2.50 One-handed war axes. |
| In main hand | Starwhisper the stralite mace (49.5-69.3 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 49.5 - 69.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 111% On weapon hit: * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Burst (radius 2) on crit: +17 fire When wielded/worn: Accuracy: +22 (+3 eff.) Armour penetration: +13 Physical crit. chance: +24.0% Effects on melee hit: * 15% chance to blind Changes stats: +6 Dex Changes resistances: +9% cold / +3% physical / +9% fire / +8% all Changes resistances penetration: +13% physical / +23% darkness / +20% light / +13% fire / +26% mind / +13% nature Changes damage: +6% light Reduces incoming crit damage: 10.00% Disease immunity: +15% Disarm immunity: +25% Pinning immunity: +15% Global speed: +5% Blunt and deadly. |
| Around waist | LisykiraInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +23.0% Physical power: +6 (+1 eff.) Changes stats: +7 Str / +30 Dex / +4 Mag / +11 Wil / +25 Cun / +20 Lck Changes resistances: +10% acid / +26% temporal / +2% physical / +10% fire / +10% cold / +39% lightning Changes resistances penetration: +15% physical Critical mult.: +15.00% Trap disarming bonus: +54 Stealth bonus: +27 Physical save: +44 (+6 eff.) Spell save: +29 (+5 eff.) Mental save: +44 (+7 eff.) Life regen: +4.20 Hate per kill: +6.00 Maximum life: +104.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +14% Infravision radius: +11 Healing mod.: +30% A belt that goes around your waist. |
| In off hand | Rootspawn the dwarven-steel dagger (20-26 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 44% * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 29 bleeding, 81% reduced healing Damage (Melee): +12 lightning / +9 light Damage against: +16% Undead When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Defense: +9 (+2 eff.) Damage when hit (Melee): 20 nature Changes resistances: +6% arcane Changes resistances penetration: +10% mind / +9% physical Reduces incoming crit damage: 5.00% Cut immunity: +20% Disarm immunity: +30% Equilibrium when hit: +0.12 Mental crit. chance: +2% Sharp, short and deadly. |
| In off hand | stralite dagger 'Glorota' (30-39 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to gain 10% of a turn (3/turn limit) * 20% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +14 acid / +42 lightning / +24 blight / +8 mind When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +19 Physical crit. chance: +30.0% Damage (Melee): 8 temporal Changes resistances: +9% temporal Changes resistances penetration: +5% temporal / +22% physical Changes damage: +3% blight / +3% temporal / +9% physical Reduces paradox anomalies(equivalent to willpower): +20 Sharp, short and deadly. |
| Cloak | Blazeoozer the elven-silk cloak (18 def, 17 armour)Powered by arcane forces 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: +23 (+3 eff.) Armour penetration: +25 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +17 Defense: +18 (+4 eff.) Fatigue: -7% Damage when hit (Melee): 12 fire Changes stats: +6 Dex / +9 Mag / +15 Wil / +12 Cun Changes resistances: +10% lightning / +30% temporal / +55% darkness / +10% fire / +16% nature / +9% acid / +20% blight / +36% cold / +6% mind Changes resistances penetration: +17% darkness Changes damage: +23% darkness / +9% fire Critical mult.: +30.00% Stealth bonus: +37 Physical save: +36 (+5 eff.) Spell save: +27 (+5 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +10% Silence immunity: +20% Life regen: +2.60 Maximum mana: +80.00 Mental crit. chance: +8% Healing mod.: +30% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +24% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Halelathavon (10 def, 9 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 5 When wielded/worn: Armour: +9 Defense: +10 (+2 eff.) Damage (Melee): 4 blight Changes stats: +8 Str / +24 Mag / +14 Wil / +20 Cun / +10 Con Changes resistances: +27% lightning / +15% cold / +3% mind / +9% arcane Changes resistances penetration: +18% mind / +15% temporal / +16% darkness / +35% physical Changes damage: +16% lightning / +14% temporal / +20% darkness / +20% nature / +49% physical / +3% blight / +20% cold / +6% arcane / +20% mind Critical mult.: +39.00% Physical save: +28 (+4 eff.) Mental save: +10 (+2 eff.) Poison immunity: +50% Disease immunity: +50% Silence immunity: +37% Pinning immunity: +5% Teleport immunity: +5% Psi each turn: +0.99 Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +10.00 Maximum hate: +9.00 Maximum psi: +40.00 Spellpower: +19 (+4 eff.) Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 27%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 27% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 488)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 488 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (740% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 740% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (806.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Inflicts 1426.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 771 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 771 damage for 4 turns. Its effects scale with your Willpower 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. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Hurihek the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +11 Defense: +18 (+4 eff.) Changes resistances: +13% light / +26% darkness Changes resistances cap: +7% all Changes damage: +3% blight Physical save: +30 (+4 eff.) Spell save: +9 (+1 eff.) Blindness immunity: +39% Vim when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) Amulets can have magical properties. |
Urthogen the copper ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Dex / +3 Mag / +2 Wil / +8 Cun Changes resistances penetration: +15% arcane Changes damage: +6% blight Critical mult.: +5.00% Spell save: +6 (+1 eff.) Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Gilondur'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes damage: +15% mind Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +24% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Infravision radius: +4 See stealth: +7 See invisible: +8 Rings can have magical properties. |
gold ring 'Branirath'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +13 Physical power: +10 (+1 eff.) Defense: +13 (+3 eff.) Changes stats: +5 Cun / +6 Mag Changes resistances: +18% acid / +49% fire / +22% lightning / +17% cold Changes damage: +15% fire Physical save: +36 (+5 eff.) Spell save: +18 (+3 eff.) Poison immunity: +10% Knockback immunity: +5% Teleport immunity: +15% Spellpower: +18 (+4 eff.) Mindpower: +11 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring 'Zarin'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +26 (+4 eff.) Changes stats: +16 Str / +8 Dex / +3 Wil / +12 Cun / +16 Con Changes resistances: +18% arcane / +24% cold Changes resistances penetration: +15% mind Changes damage: +18% arcane / +12% cold Equilibrium when hit: +0.12 Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Psi per kill: +4.00 Maximum hate: +4.00 Rings can have magical properties. |
voratun ring 'Emelesethra'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+4 eff.) Armour: +27 Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +14 Str / +19 Dex / +18 Mag / +8 Wil / +20 Cun / +14 Con Spell save: +59 (+11 eff.) Mental save: +20 (+3 eff.) Maximum stamina: +80.00 Spellpower: +14 (+3 eff.) Mental crit. chance: +1% Rings can have magical properties. |
Glorurin the stralite dagger (41-53.3 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 41.0 - 53.3 Uses stats: 45% Dex, 45% Str Damage type: Mind Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Dominate (5% chance level 2). On weapon hit: * 40% chance to cause random gloom * Random elemental explosion Damage (Melee): +17 cold Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +30 Physical crit. chance: +11.0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% mind / +3% acid Changes resistances penetration: +15% acid / +22% physical / +12% lightning / +12% cold / +5% mind / +12% fire Changes damage: +6% acid / +9% physical Critical mult.: +15.00% Sharp, short and deadly. |
Lelilazilarim the Fireblast (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% Damage (Melee): +14 nature / +11 temporal When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +18 Physical crit. chance: +9.0% Changes stats: +4 Dex / +2 Mag / +3 Cun Changes resistances: +8% all Changes resistances penetration: +8% nature / +9% physical Changes damage: +9% mind / +15% fire Grants telepathy: Dragon Critical mult.: +15.00% Maximum psi: +20.00 See invisible: +3 Heals friendly targets nearby when you use a nature summon: +20 Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 300.14 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
flaming iron dagger of daylight (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light Burst (radius 1) on hit: +6 fire Damage against: +5% Undead Sharp, short and deadly. |
iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of massacre (14.5-18.85 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword 'Gabretira' (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +6 temporal Burst (radius 1) on hit: +12 mind / +4 arcane When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 12 arcane / 4 mind Damage when hit (Melee): 7 temporal Changes resistances: +7% temporal Changes damage: +3% mind Psi per kill: +4.00 Sharp, long, and deadly. |
stralite longsword 'Shimmershear' (33.5-46.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 40% chance to daze at end of turn * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 29 bleeding, 81% reduced healing * cripple the target Damage (Melee): +17 temporal / +17 light / +16 mind Burst (radius 1) on hit: +8 mind Damage against: +25% Undead When wielded/worn: Armour penetration: +24 Physical crit. chance: +48.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 17 temporal Changes resistances: +6% lightning / +17% temporal Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +3% mind / +6% arcane Critical mult.: +36.00% Sharp, long, and deadly. |
Xanydavena the Kilnknave (29.5-41.3 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 12% * leeches stamina from the target Damage (Melee): +13 temporal / +9 nature When wielded/worn: Armour penetration: +19 Physical power: +11 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 12 lightning / 8 fire Damage when hit (Melee): 12 nature slow Changes stats: +4 Con Changes resistances penetration: +25% fire / +27% physical Changes damage: +12% lightning / +20% physical Disarm immunity: +16% Blunt and deadly. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+3 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+5 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Neroritira (20.5-28.7 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Rethread (10% chance level 1). On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 29 bleeding, 81% reduced healing Damage (Melee): +5 lightning Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +11 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes resistances penetration: +25% temporal / +8% physical Changes damage: +8% physical One-handed war axes. |
Nygamadil the Skynigh (16-22.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +6 temporal Burst (radius 1) on hit: +4 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 7 temporal Changes resistances: +3% fire / +7% temporal Changes damage: +9% lightning / +12% fire One-handed war axes. |
Radhudubar the voratun waraxe (52.5-73.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% When this weapon hits: Blood Grasp (5% chance level 1). When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 75% chance to disease Damage (Melee): +33 blight Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +14 Changes stats: +5 Dex Changes resistances: +3% blight Changes resistances penetration: +11% physical Disease immunity: +44% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +4.00 One-handed war axes. |
balanced voratun waraxe of erosion (38-53.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +6 nature / +8 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+1 eff.) Disarm immunity: +20% One-handed war axes. |
dwarven-steel waraxe 'Chargecut' (32-44.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 30% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +26 blight / +14 temporal When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 10 temporal Changes stats: +3 Dex Changes resistances: +14% temporal Disease immunity: +23% Maximum life: +30.00 One-handed war axes. |
dwarven-steel waraxe 'Gloomdeath' (30-42 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Mind Sear (5% chance level 1). When this weapon hits: Psychic Lobotomy (5% chance level 1). On weapon hit: * 20% chance to torment the target Damage (Melee): +13 darkness / +20 cold Damage against: +11% Living When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Changes stats: +3 Wil Changes resistances: +3% darkness / +7% all Changes resistances penetration: +11% darkness / +11% physical / +10% nature / +10% mind Changes damage: +9% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Equilibrium when hit: +0.12 Maximum psi: +10.00 One-handed war axes. |
iron waraxe of erosion (10-14 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal One-handed war axes. |
BlazerazorPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +11 Defense: +11 (+2 eff.) Fatigue: -8% Changes stats: +10 Dex / +5 Mag / +5 Wil / +10 Cun / +16 Lck Changes resistances: +8% acid / +2% physical / +8% cold / +8% fire / +11% lightning Changes resistances penetration: +5% physical Changes damage: +9% lightning / +9% physical / +12% mind Critical mult.: +17.00% Trap disarming bonus: +40 Stealth bonus: +22 Maximum encumbrance: +41 Physical save: +19 (+2 eff.) Spell crit. chance: +5% Infravision radius: +10 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Hettodan the linen cloak (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage (Melee): 16 blight Changes stats: +2 Dex / +3 Wil / +4 Cun Changes resistances: +12% blight Changes damage: +6% blight Mental 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. |
cashmere cloak 'Rootwrecker' (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +2 (+0 eff.) Damage when hit (Melee): 12 fire Changes stats: +4 Str / +9 Dex / +11 Wil / +14 Cun / +4 Con Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +6% fire Talent mastery: +0.40 Technique / Combat training Critical mult.: +19.00% Stealth bonus: +11 Spell save: -16 (-4 eff.) Stamina each turn: +1.10 Mana each turn: -0.31 Mental crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
Blazeglean the silk robe (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 8 acid Changes stats: +9 Mag Changes resistances: +29% acid / +32% physical / +32% cold / +27% lightning / +31% fire Changes resistances penetration: +5% acid / +8% temporal / +11% physical Changes damage: +28% acid / +40% physical / +18% light / +18% lightning / +24% cold / +25% fire / +14% temporal / +16% all Talent cooldown: Refit Golem (-11 turns) Spellpower: +17 (+4 eff.) Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sulfurflash (10 def, 5 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 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes stats: +3 Mag / +11 Cun / +1 Con Changes resistances: +30% lightning / +20% blight / +30% cold / +20% mind / +6% acid Changes resistances penetration: +19% darkness / +20% physical Changes damage: +20% lightning / +15% physical / +12% darkness / +20% cold / +20% mind / +20% all Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +27 (+3 eff.) Spell save: +28 (+5 eff.) Life regen: +5.70 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +96.00 Maximum hate: +15.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +6% Mindpower: +10 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Infravision radius: +1 Movement speed: +10% Healing mod.: +30% Talent on hit(mindpower): Distortion Bolt (5% chance level 1). A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Strikereek' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage (Melee): 4 arcane Changes stats: +4 Str / +4 Mag / +4 Wil / +4 Cun / +7 Con Changes resistances: +9% arcane / +6% blight Changes resistances penetration: +10% physical Changes damage: +6% arcane / +9% lightning Physical save: +15 (+2 eff.) Mental save: +17 (+3 eff.) Mana each turn: +0.40 Maximum mana: +38.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lustredare (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 arcane Changes stats: +4 Wil / +8 Mag Changes resistances: +4% arcane / +6% light Changes damage: +4% arcane / +6% light Mana when firing critical spell: +1.00 Maximum vim: +40.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +20% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Porymina (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +57 (+8 eff.) Armour penetration: +30 Armour: +9 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 blight / 37 mind / 27 darkness Changes stats: +11 Str / +34 Dex / +6 Mag / +3 Wil / +34 Cun / +2 Con Changes resistances: +10% blight / +9% light / +10% darkness Changes damage: +11% blight Talent cooldown: Double Strike (-2 turns) Physical save: +27 (+3 eff.) Mental save: +14 (+2 eff.) Life regen: +8.40 Stamina each turn: +3.80 Psi when hit: +0.16 Hate when firing a critical mind attack: +3.00 Maximum life: +79.00 Maximum stamina: +84.00 Mindpower: +8 (+1 eff.) Infravision radius: +2 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Ravenspar (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +20 Mag / +10 Con Changes resistances: +7% lightning / +6% temporal / +8% light / +7% fire / +14% nature / +38% acid / +18% physical / +47% blight / +7% cold / +8% darkness Changes resistances penetration: +15% darkness / +5% temporal Changes damage: +50% acid / +18% physical / +30% lightning / +39% blight / +24% fire / +50% arcane / +28% cold Stealth bonus: +10 Spell save: +14 (+2 eff.) Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Yaradralathayon' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 33% chance to corrode armour by 30% Damage (Melee): 16 acid Changes stats: +10 Str / +14 Dex / +8 Wil / +5 Cun / +8 Con / +17 Lck Changes resistances: +29% acid / +12% temporal / +14% blight / +23% fire / +26% cold / +30% lightning Changes resistances penetration: +5% acid Changes damage: +15% acid / +3% temporal Mental save: +14 (+2 eff.) Spell crit. chance: +7% Mental crit. chance: +8% A cap made of leather. |
iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Dagedil' (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +5% Damage (Melee): 8 mind Changes stats: +3 Cun / +3 Wil Reduce damage by fixed amount: +5 all Poison immunity: +10% Stun/Freeze immunity: +10% Mindpower: +4 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gogavea the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 9 acid / 11 fire Damage when hit (Melee): 8 acid / 10 fire Changes resistances: +13% acid / +1% physical / +3% blight / +33% fire / +3% nature / +6% mind Changes damage: +3% acid A suit of armour made of mail. |
Tulyromigar (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 12 temporal Changes resistances: +15% cold Changes resistances penetration: +10% temporal Changes damage: +3% acid A suit of armour made of mail. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 378.43 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
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. |
652 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. |
5 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. |
19 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 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. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dagulerek (dig speed 10 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +18 Physical power: +8 (+1 eff.) Fatigue: -7% Changes stats: +8 Str / +4 Mag / +4 Cun Changes resistances: +9% arcane / +13% nature / +9% mind Changes resistances penetration: +25% arcane / +15% mind Changes damage: +6% mind / +8% nature / +9% arcane Critical mult.: +16.00% Maximum mana: +44.00 Spell crit. chance: +6% Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Ulfysus' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Fatigue: -5% Changes stats: +2 Cun / +3 Str Changes resistances: +9% temporal / +6% fire Blindness immunity: +10% Poison immunity: +5% Confusion immunity: +10% Knockback immunity: +5% Maximum life: +22.00 Maximum stamina: +17.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 214.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 214.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 (191 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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)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 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. |
12 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. |
64 alchemist quartz0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
15 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. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds (Uniques)
Killed Ukruk in the ambush.By xm the Xorn Marauder level 142
41st Dusk 122nd year of Ascendancy at 11:44 see stats
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By xm the Xorn Marauder level 49
3rd Flare 122nd year of Ascendancy at 22:34 see stats
Earth Master (Uniques)
Killed Harkor'Zun and unlocked Stone magic.By xm the Xorn Marauder level 85
8th Dusk 122nd year of Ascendancy at 07:11 see stats
Exterminator (Uniques)
Killed 1000 creatures.By xm the Xorn Marauder level 68
6th Dusk 122nd year of Ascendancy at 20:22 see stats
Fear me not! (Uniques)
Survived the Fearscape!By xm the Xorn Marauder level 12
76th Pyre 122nd year of Ascendancy at 21:39 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By xm the Xorn Marauder level 54
4th Flare 122nd year of Ascendancy at 16:06 see stats
Kill Bill! (Uniques)
Killed Bill in the Trollmire without leveling beyond your starting level.By xm the Xorn Marauder level 12
76th Pyre 122nd year of Ascendancy at 21:39 see stats
Level 10 (Uniques)
Got a character to level 10.By xm the Xorn Marauder level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By xm the Xorn Marauder level 20
4th Mirth 122nd year of Ascendancy at 07:22 see stats
Level 30 (Uniques)
Got a character to level 30.By xm the Xorn Marauder level 30
3rd Summertide 122nd year of Ascendancy at 06:50 see stats
Level 40 (Uniques)
Got a character to level 40.By xm the Xorn Marauder level 40
3rd Summertide 122nd year of Ascendancy at 18:57 see stats
Level 50 (Uniques)
Got a character to level 50.By xm the Xorn Marauder level 50
4th Flare 122nd year of Ascendancy at 01:04 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By xm the Xorn Marauder level 126
39th Dusk 122nd year of Ascendancy at 06:02 see stats
Poisonous (Uniques)
Sided with the assassin lord.By xm the Xorn Marauder level 147
59th Dusk 122nd year of Ascendancy at 10:22 see stats
Savior of the damsels in distress (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By xm the Xorn Marauder level 67
1st Dusk 122nd year of Ascendancy at 19:20 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By xm the Xorn Marauder level 54
10th Flare 122nd year of Ascendancy at 09:50 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By xm the Xorn Marauder level 45
3rd Flare 122nd year of Ascendancy at 01:41 see stats
The Arena (Uniques)
Unlocked Arena mode.By xm the Xorn Marauder level 13
77th Pyre 122nd year of Ascendancy at 20:33 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By xm the Xorn Marauder level 79
7th Dusk 122nd year of Ascendancy at 19:54 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By xm the Xorn Marauder level 30
3rd Summertide 122nd year of Ascendancy at 06:50 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By xm the Xorn Marauder level 15
1st Mirth 122nd year of Ascendancy at 06:33 see stats
Vampire crusher (Uniques)
Destroyed the Master in its lair of the Dreadfell.By xm the Xorn Marauder level 138
40th Dusk 122nd year of Ascendancy at 23:22 see stats
Log
You gain 2.52 gold from the transmogrification of spellwoven woollen robe of power (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of Velathra the Airstun (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of Earthvalor the linen robe (15 def, 3 armour).
You gain 25.00 gold from the transmogrification of Brightspawner (4 def, 4 armour).
You gain 4.36 gold from the transmogrification of truestriking iron waraxe of erosion (12-16.8 power, 2 apr).
You gain 6.97 gold from the transmogrification of caustic voratun steamsaw (40.5-60.75 power, 25 apr).
You gain 4.42 gold from the transmogrification of balanced dwarven-steel steamsaw of massacre (30-45 power, 14 apr).
You gain 7.86 gold from the transmogrification of lifebinding dragonbone vilestaff (30-36 power, 6 apr, acid element).
You gain 25.00 gold from the transmogrification of ash starstaff 'Cuthadeleg' (15-18 power, 3 apr, darkness element).
You gain 25.00 gold from the transmogrification of rough leather sling 'Arolrarenor'.
You gain 25.00 gold from the transmogrification of Searcut (15.5-17.05 power, 40 apr, nature damage).
You gain 25.00 gold from the transmogrification of voratun mace 'Lelykor' (76-106.4 power, 6 apr).
You gain 25.00 gold from the transmogrification of steel mace 'Blindbile' (25-35 power, 3 apr).
You gain 4.50 gold from the transmogrification of quick steel longsword of phasing (12-16.8 power, 11 apr).
You gain 17.70 gold from the transmogrification of thunderous voratun greatsword of ruin (61.5-98.4 power, 4 apr).
You gain 5.56 gold from the transmogrification of quick iron greatmaul of disruption (19-28.5 power, 1 apr).
You gain 7.05 gold from the transmogrification of truestriking dwarven-steel dagger of ruin (17-22.1 power, 7 apr).
You gain 5.35 gold from the transmogrification of elemental stralite dagger of massacre (37.5-48.75 power, 9 apr).
You gain 8.70 gold from the transmogrification of thunderous iron battleaxe of crippling (14-21 power, 1 apr).
You gain 25.00 gold from the transmogrification of iron battleaxe 'Jettrencher' (25.5-38.25 power, 1 apr).
You gain 5.70 gold from the transmogrification of solipsist's copper ring of life.
You gain 4.37 gold from the transmogrification of sneakthief's steel ring of darkness (+28%).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Xm deactivates Numbing Poison.
Xm deactivates Crippling Poison.
Xm deactivates Premonition.
Xm deactivates Quickdraw.
Xm deactivates Apply Poison.
Xm deactivates Earth Glide.


















































































































































