









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Resource Tweaks 1.3.1 Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
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:
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
QuickTome: Remove Stat Requirements 1.5.5 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 45 / 89% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 140.7934 (base 60) |
| Dexterity | 81.244 (base 30) |
| Constitution | 32 (base 12) |
| Magic | 62.0136 (base 10) |
| Willpower | 76 (base 60) |
| Cunning | 114.8204 (base 35) |
Resources
| Mana | 694/694 |
| Equilibrium | 0 |
| Life | 3634/3634 |
| Positive | 162/162 |
| Stamina | 377/377 |
| Psi | 556/556 |
| Healing Factor | 2.0633663366337 |
| Regeneration | 12.896039603961 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +144.53499520614% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
| See Stealth | 93.359322351444 |
| See Invisible | 93.359322351444 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 350 |
| Accuracy | 86 |
| Crit Chance | 104% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 83% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +9% |
| Physical | +10% |
| Mind | +47% |
| All | 0% |
| Darkness | +6% |
| Light | +6% |
| Temporal | +9% |
| Fire | +10% |
| Nature | +15% |
Offense: Damage Penetration
| Light | +22% |
| Physical | +17% |
| Fire | +21% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 59.423 (99.783686567164%) |
| Defense | 59 |
| Ranged Defense | 61 |
| Fatigue | 24 |
| Physical Save | 76.514 |
| Spell Save | 65.279 |
| Mental Save | 87 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | + 47%( 70%) |
| Cold | + 70%( 70%) |
| All | + 43%( 70%) |
| Mind | + 70%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 57%( 70%) |
| Temporal | + 52%( 70%) |
| Physical | + 56%( 70%) |
| Darkness | + 51%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 33% |
| Bleed Resistance | 12% |
| Confusion Resistance | 77% |
| Silence Resistance | 45% |
| Stun Resistance | 74% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 563 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -747 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Possession | 1.71 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Psionic / Body snatcher | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Solipsism | 1.51 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 7/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 11/5 |
| 5/5 |
| 0/5 |
| 13/5 |
| 13/5 |
| 6/5 |
Prodigies
| 1/1 |
Effects
| talent | Channel Pain |
| talent | Arcane Combat |
| talent | Chant of Fortress |
| talent | Force Shield |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 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 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 924. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed ice ant stinger. * You've found the needed orc heart. | 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 failed to protect her when escorting her out of the crypt. | failed |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | 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 | silconfstun (25 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Fatigue: +4% Damage when hit (Melee): 8 light Changes stats: +5 Wil / +6 Cun / +12 Con Changes resistances: +15% mind / +6% light Changes resistances penetration: +5% light / +10% physical Changes damage: +6% light / +3% mind Physical save: +25 (+4 eff.) Mental save: +25 (+5 eff.) Silence immunity: +50% Confusion immunity: +39% Stun/Freeze immunity: +50% Mindpower: +9 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.2 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Light source | alchemist's lamp 'Porith'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes resistances: +6% mind Changes resistances penetration: +7% all Changes damage: +6% mind Physical save: +13 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +20 (+4 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +7% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ivemiyanne (6 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical power: +8 (+1 eff.) Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +2 Dex Changes resistances: +5% all Physical save: +7 (+1 eff.) Maximum life: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Blazeblood the dwarven-steel pickaxe (dig speed 10 turns)Requires: - Level 15 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +9 Str / +6 Wil Changes resistances: +3% temporal Changes resistances penetration: +10% light Changes damage: +9% mind / +9% fire Physical save: +10 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +18 (+3 eff.) Maximum life: +53.00 Mental crit. chance: +11% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | 80 mental save?!Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 8 temporal Changes stats: +13 Cun Changes resistances: +9% temporal Physical save: +11 (+1 eff.) Spell save: +18 (+4 eff.) Mental save: +80 (+15 eff.) Confusion immunity: +45% Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum hate: +15.00 Mental crit. chance: +2% Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Shadowradiance the voratun ringRequires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -10% Changes stats: +20 Dex / +6 Mag / +30 Cun / +2 Con Changes resistances: +20% mind / +6% light Changes damage: +20% mind / +6% darkness Cut immunity: +15% Silence immunity: +5% Spellpower: +15 (+5 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around 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. |
| In main hand | Project10 (62-99.2 power, 4 apr)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +8 lightning / +42 cold Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 lightning When wielded/worn: Physical crit. chance: +21.0% Damage when hit (Melee): 4 temporal Changes damage: +9% blight Mana each turn: +0.00 Massive two-handed swords. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
| Main armor | Strong (9 def, 16 armour)Requires: - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +6 Str / +6 Con Changes resistances: +15% acid / +15% physical / +14% fire / +45% cold / +10% mind / +15% lightning Changes damage: +9% temporal Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Mental save: +25 (+5 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +37% Life regen: +4.00 Psi when hit: +0.04 Maximum life: +99.00 Maximum psi: +40.00 Healing mod.: +30% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
| Cloak | Garin the Scorpionedge (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes stats: +2 Cun / +2 Dex Changes resistances: +9% acid Changes damage: +9% acid / +15% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | GloomlaceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind / 12 darkness Changes damage: +9% mind Talent masteries: +0.21 Psionic / Solipsism +0.21 Psionic / Possession Psi when hit: +0.16 Maximum hate: +10.00 Maximum psi: +20.00 Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 359)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 359 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+17 for 10 turns, die at -772)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -772 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+22 for 10 turns, die at -952)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -952 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+21 for 9 turns, die at -754)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. While Heroism is active, you will only die when reaching -754 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+22 for 11 turns, die at -877)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -877 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+26 for 10 turns, die at -839)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 10 turns. While Heroism is active, you will only die when reaching -839 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+26 for 10 turns, die at -903)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 10 turns. While Heroism is active, you will only die when reaching -903 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (923% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 923% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (723% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (805% speed; 5 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 805% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 636 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 636 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 29%; cure magical, physical)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 cure yourself of one random magical or physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 35%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 35% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (163 acid damage; disarm 5 turns with power 59)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 162.95 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 59 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (275 acid damage; disarm 5 turns with power 78)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 274.63 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 78 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (227 cold damage; freeze 3 turns with power 77)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 226.95 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 77 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 626 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 626 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 479 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 479 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
Chytorek the WeepblackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun Reduces incoming crit damage: 10.00% Mental save: +45 (+9 eff.) Knockback immunity: +10% Teleport immunity: +10% Amulets can have magical properties. |
Cyritta the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +6% nature / +9% acid Changes damage: +6% physical Grants telepathy: Humanoid/Orc Mental save: +12 (+2 eff.) Mindpower: +6 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 309.96 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Lisywen the FlashnaughtInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +5% physical Changes damage: +3% light Critical mult.: +10.00% Stamina each turn: +0.30 Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
NogenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +4 Cun / +4 Con Critical mult.: +15.00% Spell save: +12 (+2 eff.) Life regen: +0.40 Stamina each turn: +0.50 Maximum mana: +100.00 Movement speed: +10% Damage Shield penetration: +50% Amulets can have magical properties. |
PolamiraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Mag Changes resistances penetration: +15% physical Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Critical mult.: +12.00% Life regen: +0.40 Stamina each turn: +0.60 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Salitha the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +3 Mag Changes resistances penetration: +15% arcane Changes damage: +6% acid / +5% lightning / +9% blight / +6% cold / +9% arcane / +5% fire Spell save: +20 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 (+5 eff.) Spell crit. chance: +9% Amulets can have magical properties. |
SearkissPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 9% chance to blind Changes stats: +2 Dex Changes damage: +18% fire / +8% light / +10% darkness Life regen: +0.80 Healing mod.: +15% Amulets can have magical properties. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 24% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
stabilizing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% temporal Cut immunity: +50% Pinning immunity: +23% Knockback immunity: +26% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 302 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
BlindmirePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +3 Cun Changes resistances penetration: +10% light / +25% mind Changes damage: +12% mind Hate when firing a critical mind attack: +5.00 Spellpower: +13 (+5 eff.) Mindpower: +29 (+6 eff.) Rings can have magical properties. |
Dazzlebane the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +18% light Changes damage: +24% arcane Life regen: +0.60 Maximum life: +42.00 Light radius: +3 Healing mod.: +12% Rings can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 80.95 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 18 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.66 cold and 19.42 physical damage (based on Willpower) each turn and knocking opponents back, costing 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
The Black Maul (70-105 power, 15 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
voratun greatsword 'Mayugann' (85-136 power, 4 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 85.0 - 136.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +84 insidious poison When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +23 Physical crit. chance: +21.0% Changes stats: +1 Str / +1 Dex Changes resistances penetration: +21% physical Changes damage: +6% mind / +15% physical Psi when hit: +0.08 Massive two-handed swords. This item has been sent to the Item's Vault. |
Ce'Nyldaba the drakeskin leather beltRequires: - Level 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Fatigue: -4% Changes stats: +2 Str / +13 Dex / +6 Cun Reduced damage from: +77% Summoned Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +14% A belt that goes around your waist. This item has been sent to the Item's Vault. |
Guneran the GlarequeenCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% lightning / +6% temporal / +9% darkness / +5% arcane / +3% nature Reduced damage from: +33% Summoned Stun/Freeze immunity: +15% Only die when reaching: -80.00 life Light radius: +2 A belt that goes around your waist. |
Yaryhell the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% mind Changes resistances penetration: +15% mind Mental save: +28 (+5 eff.) Hate when firing a critical mind attack: +5.00 Spellpower: +7 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
Sunobeisance the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +8 Dex / +8 Mag / +7 Wil / +4 Cun / +5 Con Changes resistances: +6% fire Changes resistances penetration: +5% blight Changes damage: +6% blight Talent mastery: +0.40 Technique / Combat training Critical mult.: +10.00% Spell save: -21 (-5 eff.) Stamina each turn: +1.50 Mana each turn: -0.43 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Isuleda' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +4 Wil Changes damage: +12% mind Maximum life: +32.00 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Natureobeisance' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% nature / +12% mind Changes resistances penetration: +10% mind Changes damage: +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamikalthotir (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +12% temporal / +6% light / +6% fire / +5% arcane / +7% cold Changes resistances penetration: +20% mind Critical mult.: +15.00% Mental save: +9 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Corruptionfame the pair of dwarven-steel boots (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +8% acid / +15% darkness / +13% fire / +7% cold / +9% lightning Changes damage: +18% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lustrejustice the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Effects on melee hit: * 30% chance to blind Changes stats: +6 Con / +6 Wil Changes resistances: +14% lightning / +12% temporal / +6% nature / +5% arcane Changes resistances penetration: +10% light / +9% physical Spell save: +16 (+3 eff.) Stamina each turn: +0.60 Maximum life: +45.00 Mindpower: +9 (+2 eff.) Light radius: +1 Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Mayuta the Corpsestinger (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +12 Fatigue: +4% Damage when hit (Melee): 4 nature Changes stats: +5 Mag Changes resistances: +9% nature / +3% fire Changes resistances penetration: +25% nature / +12% physical Changes damage: +6% nature / +3% fire Spell save: +7 (+1 eff.) Lowers spell cool-downs by: 10% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Kyzilazilarab' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +9% blight / +18% darkness / +15% light / +5% arcane Physical save: +15 (+2 eff.) Mental save: +16 (+3 eff.) A pair of boots made of leather. |
pair of voratun boots 'Xanirin' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +3 Con Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +9% arcane Silence immunity: +41% Confusion immunity: +44% Stun/Freeze immunity: +43% Life regen: +4.90 Mental crit. chance: +6% Healing mod.: +29% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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. |
Bleakwalker the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 20 mind Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +6% darkness Changes damage: +18% darkness Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Disarm immunity: +27% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hettychak the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 14 temporal Damage (Ranged): 11 temporal Changes stats: +2 Cun Changes resistances: +9% blight / +11% temporal / +5% arcane / +4% physical Changes damage: +6% temporal Blindness immunity: +15% Silence immunity: +10% Stun/Freeze immunity: +25% Knockback immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Emelerin' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +5 Mag Changes damage: +8% arcane / +12% mind Critical mult.: +25.00% Mental save: +26 (+5 eff.) Mental crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeridhemira (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to disease Changes stats: +5 Con Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +25% blight Changes damage: +27% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Berelathakan (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +10 Mag / +5 Wil / +4 Cun / +8 Con Changes resistances: +30% light Changes resistances penetration: +10% arcane Changes damage: +14% arcane / +20% light Spellpower: +9 (+3 eff.) See invisible: +6 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 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... |
Breezeransom the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes stats: +4 Dex Changes resistances: +13% darkness / +12% nature Changes damage: +6% nature / +9% lightning Infravision radius: +3 A cap made of leather. |
Duathelbrace (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% lightning / +9% temporal / +9% darkness / +6% blight / +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
Kindlegrit (3 def, 0 armour)Infused by nature 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: * Slows global speed by 30% Changes resistances: +30% lightning / +6% fire / +34% mind / +9% light Changes resistances penetration: +5% light Changes damage: +33% mind / +20% lightning Physical save: +11 (+1 eff.) Spell save: +9 (+2 eff.) Mental save: +16 (+3 eff.) Maximum psi: +29.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Lelydar (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +7 Wil Changes resistances: +19% physical / +20% darkness / +14% fire / +3% mind / +13% cold Changes damage: +16% darkness / +20% physical Cut immunity: +5% Silence immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +5% Maximum hate: +10.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Mardadoyantir the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +10 Wil Changes resistances: +16% physical Changes damage: +16% physical Critical mult.: +10.00% Mental save: +20 (+4 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Mayadhebeth (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +11 Wil Critical mult.: +20.00% Physical save: +10 (+1 eff.) Spell save: +30 (+6 eff.) Vim when firing critical spell: +5.00 A pointy cloth hat, very wizardly... |
Nerima the Boltbreacher (3 def, 0 armour)Infused by nature 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.) Damage when hit (Melee): 8 lightning Changes stats: +6 Cun / +15 Wil Changes resistances: +25% nature Changes resistances penetration: +20% lightning / +10% temporal / +15% fire Changes damage: +17% nature Physical save: +12 (+2 eff.) Mindpower: +5 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
Prismfury (2 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes resistances: +6% fire / +9% mind / +7% cold Changes resistances penetration: +10% light Confusion immunity: +15% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Scorchpiety the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind Changes resistances: +16% lightning Changes resistances penetration: +10% mind / +15% fire Changes damage: +11% lightning / +15% fire / +12% mind A pointy cloth hat, very wizardly... |
Vorevea the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +5 Fatigue: +5% Changes resistances: +13% acid / +24% fire / +13% lightning / +25% cold Critical mult.: +3.00% Physical save: +30 (+5 eff.) Stamina when hit: +2.30 Equilibrium when hit: +2.50 Only die when reaching: -60.00 life Maximum life: +10.00 A cap made of leather. |
cashmere wizard hat 'Ivyna' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +24% light / +20% blight Changes resistances penetration: +10% blight / +20% temporal Changes damage: +16% light / +15% blight A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Hettyrokan' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Dex / +4 Wil Grants telepathy: Dragon Critical mult.: +25.00% Mental save: +30 (+6 eff.) Maximum psi: +50.00 Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Shinegrit' (7 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +7 (+2 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 darkness Changes resistances: +5% all Changes resistances penetration: +15% darkness / +15% light Changes damage: +30% light Physical save: +11 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Urthuldil' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +9% mind / +3% physical / +11% nature / +9% light Spell save: +6 (+1 eff.) Disarm immunity: +15% Maximum life: +71.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Griniroddarochak' (7 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +4 Con Changes resistances: +3% acid / +3% temporal / +14% mind / +5% arcane Spell save: +20 (+4 eff.) Mental save: +19 (+4 eff.) Confusion immunity: +20% A cap made of leather. |
849 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. |
3 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
NaturebreacherInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil Changes resistances: +3% physical Changes damage: +3% physical / +6% mind / +6% nature Maximum stamina: +10.00 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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)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 112 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. |
Falydir the Blazesmasher [power 133] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% acid / +6% fire / +5% arcane / +12% lightning Changes damage: +9% acid Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 133 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
Glorira [power 53] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Dex / +5 Mag / +3 Wil / +7 Cun / +4 Con See invisible: +15 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psychoportation 'Sunvengeance' [power 22] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +12% blight Changes resistances penetration: +25% blight Changes damage: +6% blight Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Light radius: +3 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Relgatar the Hellsqueller [power 53] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% cold / +6% mind / +6% temporal Maximum wards: +3 acid / +4 nature / +5 light Changes resistances penetration: +15% fire Changes damage: +3% fire Talent cooldown: Rushing Claws (-2 turns) Talents granted: +9 Rushing Claws +1 Ward It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Scorchwar [power 210] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +10% fire Changes damage: +24% arcane Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Critical mult.: +20.00% Vim when firing critical spell: +5.00 Spell crit. chance: +2% It can be used to heal a target within range 9 (based on Willpower) for 210, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Jetshaper' [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% mind Changes resistances penetration: +25% acid Changes damage: +12% acid / +27% mind / +9% darkness It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 6 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By CorposIN the Cornac Possessor level 40
71st Regrowth 123rd year of Ascendancy at 06:57 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By CorposIN the Cornac Possessor level 40
69th Regrowth 123rd year of Ascendancy at 17:26 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By CorposIN the Cornac Possessor level 41
11st Pyre 123rd year of Ascendancy at 13:39 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By CorposIN the Cornac Possessor level 41
8th Pyre 123rd year of Ascendancy at 16:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By CorposIN the Cornac Possessor level 35
53rd Regrowth 123rd year of Ascendancy at 15:18 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By CorposIN the Cornac Possessor level 25
1st Allure 123rd year of Ascendancy at 23:14 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By CorposIN the Cornac Possessor level 40
4th Pyre 123rd year of Ascendancy at 17:26 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By CorposIN the Cornac Possessor level 26
4th Allure 123rd year of Ascendancy at 00:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By CorposIN the Cornac Possessor level 10
6th Dusk 122nd year of Ascendancy at 04:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By CorposIN the Cornac Possessor level 20
65th Haze 122nd year of Ascendancy at 05:51 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By CorposIN the Cornac Possessor level 30
10th Regrowth 123rd year of Ascendancy at 19:14 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By CorposIN the Cornac Possessor level 40
69th Regrowth 123rd year of Ascendancy at 14:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By CorposIN the Cornac Possessor level 15
48th Dusk 122nd year of Ascendancy at 03:19 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By CorposIN the Cornac Possessor level 25
2nd Allure 123rd year of Ascendancy at 13:16 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By CorposIN the Cornac Possessor level 15
42nd Haze 122nd year of Ascendancy at 21:39 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By CorposIN the Cornac Possessor level 41
8th Pyre 123rd year of Ascendancy at 17:49 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By CorposIN the Cornac Possessor level 6
3rd Flare 122nd year of Ascendancy at 05:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By CorposIN the Cornac Possessor level 9
4th Flare 122nd year of Ascendancy at 23:30 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By CorposIN the Cornac Possessor level 28
7th Regrowth 123rd year of Ascendancy at 16:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By CorposIN the Cornac Possessor level 14
29th Dusk 122nd year of Ascendancy at 04:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By CorposIN the Cornac Possessor level 24
1st Allure 123rd year of Ascendancy at 07:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By CorposIN the Cornac Possessor level 17
54th Haze 122nd year of Ascendancy at 15:41 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By CorposIN the Cornac Possessor level 39
69th Regrowth 123rd year of Ascendancy at 02:18 see stats
Log
Today is the 29th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
CorposIN deactivates Force Shield.
CorposIN deactivates Arcane Combat.
CorposIN deactivates Channel Pain.
CorposIN deactivates Chant of Fortress.


























































































