Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Everything is Unique! 1.3.1Bite-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 1.3.0Donators/Buyers bonus! Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Dream Hammer Tweak 1.3.1Makes Dream Hammer replace melee attacks, stops the game from punishing you for putting points in the 4th talent, and makes the cooldown reduction more reliable. For your pure melee needs. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Arena to Infinite Dungeon 1.3.1Shoves you into the Infinite Dungeon after winning The Arena. It gives you a Transmog chest, and unlocks leveling, worry not. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 99 / 27% |
| Size | big |
| Lifes / Deaths | Killed by Liseldann the black bear at level 22 on the 3rd Dusk 122nd year of Ascendancy at 11:59 2 / 5Killed by Bethissra the last hope guard at level 54 on the 70th Haze 122nd year of Ascendancy at 15:20 Killed by minotaur at level 70 on the 12nd Regrowth 123rd year of Ascendancy at 21:58 Killed by Islurivea the elven tempest at level 74 on the 33rd Regrowth 123rd year of Ascendancy at 02:46 Killed by Poluda the patchwork troll's temporal clone at level 99 on the 8th Pyre 123rd year of Ascendancy at 09:36 |
| Antimagic | Follower |
Primary Stats
| Strength | 144 (base 89) |
| Dexterity | 100 (base 40) |
| Constitution | 106 (base 51) |
| Magic | 21 (base 10) |
| Willpower | 140 (base 100) |
| Cunning | 88 (base 40) |
Resources
| Life | 4365/4365 |
| Stamina | 758/758 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 76.516760901675 |
Speed
| Mental | +16.39987534549% |
| Attack | +16.39987534549% |
| Movement | -49.13001655783% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 15 |
| See Stealth | 36 |
| See Invisible | 53 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 265 |
| Accuracy | 95 |
| Crit Chance | 69% |
| APR | 52 |
| Speed | 0.86 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.625 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79.55 |
| Crit Chance | 55% |
| Speed | 0.85910744924071 |
Offense: Damage Bonus
| All | +8% |
Defense: Base
| Armour (hardiness) | 99.300000000001 (66.666666666667%) |
| Defense | 60.375 |
| Ranged Defense | 63.375 |
| Fatigue | 0 |
| Physical Save | 80.9 |
| Spell Save | 85.27 |
| Mental Save | 85.16 |
Defense: Resistances
| All | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Stun Resistance | 41% |
| Disarm Resistance | 100% |
| Poison Resistance | 59% |
| Blind Resistance | 26% |
Inscriptions (5/5)
| 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 624 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse 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 brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 65) for 4 turns. Its effects scale with your Dexterity 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 871 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 27 for 9 turns. While Heroism is active, you will only die when reaching -1156 life. However, when below 0 you cannot see how much life you have left. 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. |
Class Talents
| Wild-gift / Sand drake aspect | 1.50 |
| 9/5 |
| 3/5 |
| 2/5 |
| 8/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 4/5 |
| 6/5 |
| 4/5 |
| 8/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 8/5 |
| 6/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 8/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 9/5 |
| 6/5 |
| 8/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 8/5 |
| 1/5 |
| 6/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 8/5 |
| 3/5 |
| 9/5 |
| 9/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 8/5 |
| Wild-gift / Harmony | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Earth's Eyes (+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 improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Hack'n'Back (+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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 2 of Dreadfell) | failed |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. * You've found the needed multi-hued wyrm scale. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed green worm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 within7 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Blindnoon' (0 def, 12 armour) pair of dwarven-steel boots 'Blindnoon' (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Effects on melee hit: * 10 arcane resource burn * 45% chance to inflict damage reduction Changes stats: +12 Str / +1 Mag / +7 Wil / +17 Con Changes resistances: +3% blight / +9% temporal / +3% light Changes resistances penetration: +8% physical Changes damage: +6% darkness / +8% physical Physical save: +10 (+2 eff.) Spell save: +23 (+5 eff.) Mental save: +11 (+2 eff.) Life regen: +7.40 Stamina each turn: +0.90 Maximum stamina: +24.00 Mindpower: +7 (+1 eff.) Infravision radius: +2 Healing mod.: +42% Size category: +1 It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. 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. Press to compare |
| Light source | dwarven lantern 'Curemoon' dwarven lantern 'Curemoon'Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn * 15% chance to blind Changes resistances penetration: +15% nature Changes damage: +3% physical Critical mult.: +3.00% Spell save: +20 (+4 eff.) Mental save: +44 (+9 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +11% Light radius: +4 See stealth: +36 See invisible: +53 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
| On head | Gilyzilafang the voratun helm (8 def, 19 armour) Gilyzilafang the voratun helm (8 def, 19 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +4 (+1 eff.) Armour: +19 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 12 physical Changes stats: +5 Str / +18 Dex / +15 Wil / +13 Cun / +5 Con Changes resistances: +12% acid / +6% temporal / -27% light / +13% blight / +21% cold / +7% all Allows you to breathe in: water Maximum encumbrance: +10 Physical save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Life regen: +4.40 Maximum life: +20.00 Mindpower: +6 (+1 eff.) Infravision radius: +4 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| On hands | polar iron gauntlets of dexterity (+2) (0 def, 1 armour) polar iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +5% cold Changes damage: +3% cold Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Tool | Zubymina the voratun pickaxe (dig speed 2 turns) Zubymina the voratun pickaxe (dig speed 2 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +20 (+3 eff.) Armour: +6 Fatigue: -9% Changes stats: +14 Str / +6 Dex / +3 Mag / +2 Wil / +6 Cun / +4 Con Changes resistances: +9% blight / +10% fire / +14% nature / +10% darkness Changes resistances penetration: +25% physical Changes damage: +8% nature Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Spell save: +6 (+1 eff.) Pinning immunity: +5% Light radius: +1 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | voratun ring 'Armindur' voratun ring 'Armindur'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +17 Physical crit. chance: +2.0% Physical power: +13 (+2 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +14 Dex / +8 Wil / +8 Cun Changes resistances: +15% blight / +3% fire / +55% nature Changes damage: +20% nature / +8% all Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Spell save: +20 (+4 eff.) Poison immunity: +29% Disease immunity: +28% Disarm immunity: +95% Pinning immunity: +100% Knockback immunity: +100% Maximum life: +100.00 Spellpower: +20 (+2 eff.) Mindpower: +39 (+8 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
| On fingers | treant's voratun ring of frost (+7%) treant's voratun ring of frost (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +7% blight / +40% cold / +15% nature Changes damage: +20% cold Poison immunity: +30% Disease immunity: +30% Rings can have magical properties. Press to compare |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
| In main hand | Islorassra the voratun mace (61-85.4 power, 6 apr) Islorassra the voratun mace (61-85.4 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 61.0 - 85.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 33% chance to daze Damage (Melee): +20 mind Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Armour: +2 Changes stats: +10 Str / +6 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances: +26% acid / +17% fire / +17% lightning / +23% cold Changes resistances penetration: +15% lightning / +15% fire / +13% physical Changes damage: +15% physical Critical mult.: +18.00% Spell save: +41 (+8 eff.) Disarm immunity: +32% Pinning immunity: +10% Stun/Freeze immunity: +15% Stamina when hit: +2.30 Global speed: +6% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. Press to compare |
| Around waist | Glintfame GlintfameInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +20 Defense: +27 (+7 eff.) Changes stats: +6 Con Changes resistances: +6% acid / +3% fire / +5% arcane / +3% temporal Changes damage: +15% light Physical save: +37 (+7 eff.) Mental save: +12 (+2 eff.) Life regen: +5.30 Mindpower: +5 (+1 eff.) Light radius: +1 Healing mod.: +49% A belt that goes around your waist. Press to compare |
| In off hand | voratun shield 'Torchgasher' (12 def, 3 armour, 70.5-84.6 power, 188.5 block) voratun shield 'Torchgasher' (12 def, 3 armour, 70.5-84.6 power, 188.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +188 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +38 nature When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 38 nature Changes stats: +3 Dex / +3 Con Changes resistances: +73% lightning / +32% nature / +17% arcane / +38% blight Changes damage: +3% physical / +9% fire Talent granted: +5 Block Only die when reaching: -20.00 life Maximum life: +194.00 Maximum stamina: +15.00 Handheld deflection devices. Press to compare |
| Cloak | cashmere cloak 'Burnoozer' (8 def, 0 armour) cashmere cloak 'Burnoozer' (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Str / +6 Dex / +1 Wil / +4 Cun / +1 Con Changes resistances: +14% light / +22% fire Grants telepathy: Dragon Stealth bonus: +9 Physical save: +11 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -50.00 life Light radius: +1 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | voratun mail armour 'Dazzlespar' (18 def, 30 armour) voratun mail armour 'Dazzlespar' (18 def, 30 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +18 (+4 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 15% Changes stats: +7 Str / +5 Mag / +5 Cun / +7 Con Changes resistances: +29% lightning / +20% blight / +26% cold / +20% nature / +5% arcane Changes resistances penetration: +10% acid Physical save: +14 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +25 (+5 eff.) Life regen: +7.80 Maximum life: +255.00 Light radius: +2 Infravision radius: +2 Healing mod.: +60% A suit of armour made of mail. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the wizard (heal 136)healing infusion of the wizard (heal 136) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 and cleanse 1 wound and poison effect. 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. |
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 30%; cure mental)wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 mental effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the sneak (resist 30%; cure mental, physical) wild infusion of the sneak (resist 30%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental or physical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare |
heroism infusion of the psychic (+26 for 9 turns, die at -1051) heroism infusion of the psychic (+26 for 9 turns, die at -1051)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: 21 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 9 turns. While Heroism is active, you will only die when reaching -1051 life. However, when below 0 you cannot see how much life you have left. 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. Press to compare |
This item will automatically be transmogrified when you leave the level. movement infusion (712% speed; 8 turns)movement infusion (712% speed; 8 turns) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 (1093% speed; 7 turns) movement infusion of the warrior (1093% speed; 7 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1093% 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 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. |
This item will automatically be transmogrified when you leave the level. solipsist's steel ringsolipsist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +9 (+2 eff.) Rings can have magical properties. Press to compare |
treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% nature / +12% blight Poison immunity: +25% Disease immunity: +26% Life regen: +1.70 Maximum life: +73.00 Healing mod.: +26% Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. greater ash starstaff of fate (15-18 power, 3 apr, temporal element)greater ash starstaff of fate (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical / +15% temporal / +15% light / +15% darkness Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Spellpower: +11 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. bloodlich's yew vilestaff of blasting (20-24 power, 4 apr, darkness element)bloodlich's yew vilestaff of blasting (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Mag / +7 Cun / +4 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +22.00% Vim when firing critical spell: +6.00 Maximum vim: +33.00 Maximum neg.energy: +37.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 45.43 - 54.52 darkness damage in a radius 4 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, acid element)yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Yvyra the Splendourwrest (30.5-45.75 power, 2 apr) Yvyra the Splendourwrest (30.5-45.75 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +16 mind / +41 insidious poison When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Physical crit. chance: +39.0% Physical power: +37 (+6 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 light Changes stats: +6 Str / +5 Con Changes resistances: +3% acid / +6% light / +6% arcane / +16% all Changes resistances penetration: +26% nature / +22% physical Changes damage: +26% physical Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Blindness immunity: +15% Disarm immunity: +25% Stamina when hit: +2.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. quick steel battleaxe of evisceration (21-31.5 power, 2 apr)quick steel battleaxe of evisceration (21-31.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Changes stats: +6 Dex Massive two-handed battleaxes. Press to compare |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. Press to compare |
Khelusadan the Umbrabiter (117.5-176.25 power, 4 apr) Khelusadan the Umbrabiter (117.5-176.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 117.5 - 176.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to daze * 25% chance to put talents on cooldown * 20% chance to torment the target Damage (Melee): +83 insidious poison / +27 mind When wielded/worn: Armour penetration: +36 Physical crit. chance: +35.0% Damage when hit (Melee): 8 mind Changes stats: +4 Wil Changes resistances: +3% light / +6% arcane / +3% fire / +3% nature / +27% all Changes resistances penetration: +20% darkness / +42% nature / +21% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +56.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +2% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. Press to compare |
Yvigath the Dayguile (118-177 power, 4 apr) Yvigath the Dayguile (118-177 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 118.0 - 177.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 40% chance to blind * 20 arcane resource burn * 50% chance to cause random gloom * disrupts spell-casting Damage against: +42% Unnatural When wielded/worn: Accuracy: +42 (+8 eff.) Armour penetration: +39 Physical crit. chance: +21.0% Damage when hit (Melee): 8 mind Changes stats: +9 Str / +10 Dex Changes resistances: +6% mind / +12% darkness Changes resistances penetration: +10% mind / +16% physical Changes damage: +3% light / +41% physical Critical mult.: +28.00% Spell save: +30 (+6 eff.) Stamina when hit: +4.00 Massive two-handed battleaxes. Press to compare |
Hetturand the voratun greatmaul (125-187.5 power, 4 apr) Hetturand the voratun greatmaul (125-187.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 125.0 - 187.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * Slows global speed by 27% * 25% chance to remove a magical effect * 20% chance to torment the target * leeches stamina from the target Damage (Melee): +28 nature / +35 mind When wielded/worn: Armour penetration: +20 Physical crit. chance: +19.0% Damage when hit (Melee): 28 nature slow Changes stats: +2 Str / +10 Wil / +10 Cun / +4 Con Changes resistances: +9% cold Changes resistances penetration: +21% mind / +13% darkness Critical mult.: +28.00% Silence immunity: +5% Maximum life: +10.00 Maximum stamina: +15.00 Mental crit. chance: +3% Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. chilling steel longsword of corruption (15.5-21.7 power, 3 apr)chilling steel longsword of corruption (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +15 cold Sharp, long, and deadly. Press to compare |
voratun longsword 'Harudar' (55.5-77.7 power, 6 apr) voratun longsword 'Harudar' (55.5-77.7 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 31% chance to cause random gloom * Slows global speed by 17% * leeches stamina from the target * 25% chance to remove a magical effect Damage (Melee): +60 insidious poison / +18 nature / +19 mind When wielded/worn: Armour penetration: +12 Fatigue: -6% Damage when hit (Melee): 18 nature slow Changes stats: +1 Str / +7 Wil / +6 Cun Changes resistances: +12% cold / +4% physical Changes resistances penetration: +5% mind / +8% physical Changes damage: +11% physical Spell save: +6 (+1 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+0 eff.) Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. warbringer's steel mace (12-16.8 power, 3 apr)warbringer's steel mace (12-16.8 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +20% Blunt and deadly. Press to compare |
Emeluvea the voratun mace (57.5-80.5 power, 6 apr) Emeluvea the voratun mace (57.5-80.5 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 mind / +17 darkness Damage against: +20% Living When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +27 (+4 eff.) Defense: +15 (+4 eff.) Changes stats: +7 Str / +1 Dex / +3 Cun / +7 Con Changes resistances: +3% mind / +6% temporal Changes resistances penetration: +28% physical Changes damage: +25% physical Grants telepathy: Dragon Spell save: +10 (+2 eff.) Poison immunity: +10% Disarm immunity: +70% Stun/Freeze immunity: +10% Knockback immunity: +10% Stamina when hit: +2.50 Infravision radius: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. Press to compare |
voratun waraxe 'Hanadegagorn' (38-53.2 power, 6 apr) voratun waraxe 'Hanadegagorn' (38-53.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] 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 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +41 insidious poison / +20 darkness / +4 mind Burst (radius 1) on hit: +8 mind Damage against: +19% Living When wielded/worn: Armour penetration: +11 Physical crit. chance: +15.0% Grants telepathy: Dragon Critical mult.: +19.00% Physical save: +25 (+5 eff.) Mental save: +25 (+5 eff.) One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. glacial steel dagger of nature (12.5-16.25 power, 6 apr)glacial steel dagger of nature (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +8 Changes resistances: +5% all Changes resistances penetration: +8% nature / +8% cold Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. steel dagger of shearing (10-13 power, 6 apr)steel dagger of shearing (10-13 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Changes resistances penetration: +8% physical Changes damage: +8% physical Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of daylight (20-26 power, 7 apr)flaming dwarven-steel dagger of daylight (20-26 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 light Burst (radius 1) on hit: +12 fire Damage against: +16% Undead Sharp, short and deadly. Press to compare |
mossy mindstar 'Bethatira' (2.5-2.75 power, 12 apr, nature damage) mossy mindstar 'Bethatira' (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +12 mind When wielded/worn: Damage when hit (Melee): 4 mind / 3 darkness Changes resistances penetration: +10% mind Changes damage: +4% mind / +4% darkness Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of venom (5-5.5 power, 18 apr, nature damage)gifted vined mindstar of venom (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +10% acid Changes resistances penetration: +11% acid Changes damage: +10% acid Life regen: +1.10 Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
inquisitor's vined mindstar of resolve (4.5-4.95 power, 18 apr, nature damage) inquisitor's vined mindstar of resolve (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes stats: +5 Wil Changes damage: +6% arcane Physical save: +6 (+1 eff.) Spell save: +5 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Korurig (12.5-13.75 power, 32 apr, nature damage) Korurig (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. This natural fire should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +14.5% Attack speed: 100% On weapon hit: * 17% chance to corrode armour * Slows global speed by 53% * 22 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +4 mind When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +2 (+0 eff.) Effects when hit in melee: * 31 arcane resource burn Damage when hit (Melee): 17 lightning / 17 fire / 8 physical Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +16% lightning / +19% fire / +17% arcane / +12% acid Changes resistances penetration: +17% lightning / +17% fire / +16% arcane Changes damage: +17% lightning / +13% fire / +24% arcane Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +20.00% Physical save: +17 (+3 eff.) Spell save: +26 (+5 eff.) Mental save: +12 (+2 eff.) Life regen: +1.70 Equilibrium when hit: +3.40 Hate per kill: +5.00 Psi per kill: +4.00 Only die when reaching: -40.00 life Maximum life: +42.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +50 It can be used to inflict 168.69 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. cured leather sling of coldcured leather sling of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +11 cold When wielded/worn: Changes damage: +14% cold Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. halfling cured leather sling of recursionhalfling cured leather sling of recursion Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes damage: +14% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. Press to compare |
Runistir the voratun shield (12 def, 16 armour, 70.5-84.6 power, 197 block) Runistir the voratun shield (12 def, 16 armour, 70.5-84.6 power, 197 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +197 On weapon hit: * 30% chance to corrode armour * deal bonus physical damage equal to your armor Damage Shield penetration (this weapon only): +40% Damage (Melee): +19 cold / +39 nature When wielded/worn: Armour: +16 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 9 acid Effects when hit in melee: * 35 arcane resource burn * 35% chance to reduce powers by 20% Damage when hit (Melee): 19 ice / 35 acid / 16 mind / 37 nature Changes stats: +3 Dex / +6 Wil / +2 Cun / +9 Con Changes resistances: +33% acid / +20% physical / +13% lightning / +37% blight / +57% cold / +55% nature / +12% fire Changes damage: +9% mind / +9% physical Talent granted: +5 Block Maximum life: +178.00 Maximum stamina: +10.00 Handheld deflection devices. Press to compare |
linen robe 'Furnaceraptor' (3 def, 3 armour) linen robe 'Furnaceraptor' (3 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 55% Changes stats: +15 Str / +16 Mag / +17 Wil / +8 Con Changes resistances: +21% lightning / +12% temporal / +27% darkness / +6% fire / +18% nature / +18% acid / +9% blight / +39% cold / +28% mind Changes resistances penetration: +10% fire Changes damage: +24% lightning / +21% physical / +36% cold / +28% nature / +12% acid Grants telepathy: Demon/Minor Demon/Major Physical save: +41 (+8 eff.) Spell save: +24 (+5 eff.) Mental save: +48 (+10 eff.) Poison immunity: +50% Disease immunity: +52% Infravision radius: +2 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
elven-silk robe 'Mayunor' (13 def, 0 armour) elven-silk robe 'Mayunor' (13 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Ranged Defense: +8 (+2 eff.) Changes stats: +15 Str / +16 Mag / +17 Wil Changes resistances: +25% lightning / +39% blight / +24% cold / +60% nature / +58% acid Changes resistances penetration: +53% mind Changes damage: +28% lightning / +26% physical / +39% acid / +34% cold / +56% mind / +40% nature Grants telepathy: Dragon Spell save: +16 (+3 eff.) Silence immunity: +10% Confusion immunity: +10% Pinning immunity: +10% Life regen: +10.80 Psi each turn: +2.47 Maximum life: +193.00 Maximum psi: +94.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +13% Infravision radius: +2 See invisible: +9 Healing mod.: +59% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Press to compare |
This item will automatically be transmogrified when you leave the level. cured leather armour of thunder (2 def, 4 armour)cured leather armour of thunder (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +14% lightning Spellpower: +16 (+2 eff.) Spell crit. chance: +7% Mindpower: +16 (+3 eff.) Mental crit. chance: +7% A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of Toknor (15 def, 8 armour)marauder's drakeskin leather armour of Toknor (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Critical mult.: +20.00% Physical save: +19 (+4 eff.) A suit of armour made of leather. Press to compare |
Flashbait (5 def, 26 armour) Flashbait (5 def, 26 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +3 Armour: +26 Defense: +5 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 28 physical Changes stats: +7 Str / +10 Con Changes resistances: +41% acid / +10% physical / +20% blight / +42% cold / +20% nature / +9% fire Changes damage: +3% physical Allows you to breathe in: water Physical save: +50 (+10 eff.) Spell save: +10 (+2 eff.) Stamina each turn: +0.40 Maximum life: +100.00 Healing mod.: +5% A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Marduhir' (5 def, 11 armour)dwarven-steel plate armour 'Marduhir' (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +11 Defense: +5 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 29 light Changes stats: +17 Str / +12 Wil / +9 Con Changes resistances: +17% lightning / +68% darkness / +11% fire / +16% nature / +34% acid / +22% physical / +84% blight / +34% cold / +8% mind / +9% light Changes damage: +9% mind Reduced damage from: +10% Unnatural Talent cooldown: Rush (-5 turns) Spell save: +15 (+3 eff.) Mental save: +16 (+3 eff.) Disarm immunity: +32% Stun/Freeze immunity: +30% Knockback immunity: +32% Maximum life: +72.00 Light radius: +8 Healing mod.: +10% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Kindlemaster the voratun plate armour (24 def, 33 armour) Kindlemaster the voratun plate armour (24 def, 33 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +33 Defense: +24 (+6 eff.) Fatigue: +17% Effects on melee hit: * Slows global speed by 45% * 30% chance to corrode armour Damage when hit (Melee): 4 acid / 39 physical / 12 light Changes stats: +19 Str / +2 Dex / +6 Wil / +6 Cun Changes resistances: +27% physical / +68% darkness / +29% blight / +10% mind / +6% light Physical save: +15 (+3 eff.) Spell save: +20 (+4 eff.) Mental save: +46 (+9 eff.) Light radius: +5 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of strife (0 def, 4 armour)pair of dwarven-steel boots of strife (0 def, 4 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Con / +5 Wil Changes resistances penetration: +8% physical Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Radhynaribar (10 def, 5 armour) Radhynaribar (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -6% Changes stats: +4 Str / +8 Dex / +11 Wil / +8 Cun / +15 Con Changes resistances: +15% lightning / +13% temporal / +6% light / +15% fire / +15% cold Changes resistances penetration: +17% physical Grants telepathy: Dragon Maximum encumbrance: +50 Physical save: +14 (+3 eff.) Spell save: +33 (+7 eff.) Confusion immunity: +5% Knockback immunity: +15% Life regen: +5.50 Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum hate: +2.00 Mindpower: +27 (+5 eff.) Healing mod.: +26% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 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 39 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of butchering (0 def, 2 armour)hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +11 Physical power: +10 (+2 eff.) Armour: +2 Changes resistances: +11% blight Spell save: +16 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
This item will automatically be transmogrified when you leave the level. fearwoven cashmere wizard hat of knowledge (2 def, 0 armour)fearwoven cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +13% darkness / +10% physical Changes damage: +14% darkness / +13% physical Maximum hate: +11.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
3 agate 3 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
topaz 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. |
3 amethyst 3 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. |
2 onyx 2 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. |
2 lapis lazuli 2 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. |
emerald 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. |
garnet 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. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
183 alchemist agate 183 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (177 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel torque of psychoportation [power 25] (19 cooldown)quick dwarven-steel torque of psychoportation [power 25] (19 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 25), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
Achievements
A dangerous secret (Uniques)
Found the mysterious staff and told Last Hope about it.By Asethhi the Thalore Wyrmic level 67
7th Allure 123rd year of Ascendancy at 07:13 see stats
Against all odds (Uniques)
Killed Ukruk in the ambush.By Asethhi the Thalore Wyrmic level 66
5th Allure 123rd year of Ascendancy at 06:36 see stats
Antimagic! (Uniques)
Completed antimagic training in the Ziguranth camp.By Asethhi the Thalore Wyrmic level 31
21st Dusk 122nd year of Ascendancy at 23:06 see stats
Bringer of Doom (Uniques)
Killed a Bringer of Doom.By Asethhi the Thalore Wyrmic level 74
51st Regrowth 123rd year of Ascendancy at 00:06 see stats
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Asethhi the Thalore Wyrmic level 33
28th Dusk 122nd year of Ascendancy at 18:43 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Asethhi the Thalore Wyrmic level 60
3rd Allure 123rd year of Ascendancy at 06:42 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Asethhi the Thalore Wyrmic level 70
12nd Regrowth 123rd year of Ascendancy at 00:28 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Asethhi the Thalore Wyrmic level 80
51st Regrowth 123rd year of Ascendancy at 17:25 see stats
Huge Appetite (Uniques)
Ate 20 bosses.By Asethhi the Thalore Wyrmic level 72
29th Regrowth 123rd year of Ascendancy at 19:03 see stats
Level 10 (Uniques)
Got a character to level 10.By Asethhi the Thalore Wyrmic level 10
77th Pyre 122nd year of Ascendancy at 17:51 see stats
Level 20 (Uniques)
Got a character to level 20.By Asethhi the Thalore Wyrmic level 20
3rd Dusk 122nd year of Ascendancy at 05:01 see stats
Level 30 (Uniques)
Got a character to level 30.By Asethhi the Thalore Wyrmic level 30
21st Dusk 122nd year of Ascendancy at 20:02 see stats
Level 40 (Uniques)
Got a character to level 40.By Asethhi the Thalore Wyrmic level 40
55th Dusk 122nd year of Ascendancy at 23:08 see stats
Level 50 (Uniques)
Got a character to level 50.By Asethhi the Thalore Wyrmic level 50
72nd Dusk 122nd year of Ascendancy at 01:55 see stats
Oozemancer (Uniques)
Destroyed the corrupted oozemancer.By Asethhi the Thalore Wyrmic level 90
71st Regrowth 123rd year of Ascendancy at 03:14 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Asethhi the Thalore Wyrmic level 90
71st Regrowth 123rd year of Ascendancy at 02:45 see stats
Pest Control (Uniques)
Killed 1000 reproducing vermin.By Asethhi the Thalore Wyrmic level 90
71st Regrowth 123rd year of Ascendancy at 01:35 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Asethhi the Thalore Wyrmic level 66
5th Allure 123rd year of Ascendancy at 03:00 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Asethhi the Thalore Wyrmic level 55
74th Haze 122nd year of Ascendancy at 21:01 see stats
Slimefest (Uniques)
Have 100 walls on the sludgenest turn into hostile creatures.By Asethhi the Thalore Wyrmic level 70
12nd Regrowth 123rd year of Ascendancy at 18:26 see stats
The Arena (Uniques)
Unlocked Arena mode.By Asethhi the Thalore Wyrmic level 14
2nd Mirth 122nd year of Ascendancy at 11:39 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Asethhi the Thalore Wyrmic level 66
5th Allure 123rd year of Ascendancy at 03:00 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Asethhi the Thalore Wyrmic level 90
71st Regrowth 123rd year of Ascendancy at 15:28 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Asethhi the Thalore Wyrmic level 58
77th Haze 122nd year of Ascendancy at 16:21 see stats
Vampire crusher (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Asethhi the Thalore Wyrmic level 61
4th Allure 123rd year of Ascendancy at 06:36 see stats
