










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.5.0Combines 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: 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:
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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality 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. FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sun Paladin |
| Level / Exp | 46 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Gloryserin the ancient elven mummy at level 46 on the 26th Haze 122nd year of Ascendancy at 20:16 6 / 2Killed by Kirgil at level 46 on the 26th Haze 122nd year of Ascendancy at 20:28 |
Primary Stats
| Strength | 100 (base 60) |
| Dexterity | 29 (base 16) |
| Constitution | 121 (base 60) |
| Magic | 95 (base 60) |
| Willpower | 49 (base 10) |
| Cunning | 32 (base 10) |
Resources
| Life | 2110/2110 |
| Positive | 115/115 |
| Stamina | 332/332 |
| Paradox | 300 |
| Healing Factor | 1.8121649484536 |
| Regeneration | 26.866653243591 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 54 |
| Crit Chance | 24% |
| APR | 51 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 28% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +30% |
| Lightning | +21% |
| Light | +34% |
| Mind | +15% |
| Darkness | +18% |
| Physical | +26% |
| Fire | +38% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Light | +20% |
| Mind | +20% |
| Physical | +33% |
| Fire | +65% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 86.968416918532 (100%) |
| Defense | 29 |
| Ranged Defense | 37 |
| Fatigue | 46 |
| Physical Save | 61 |
| Spell Save | 56 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 41%( 70%) |
| Cold | + 70%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 27%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 89% |
| Confusion Resistance | 75% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 95% |
| Bleed Resistance | 100% |
| Disarm Resistance | 71% |
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 74% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 208.20 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 71 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 609 damage for 7 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 179 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 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 246.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 312.09 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.49 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Shield of Light |
| talent | Retribution |
| talent | Chant of Resistance |
| 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
You failed to protect the injured seer from death by Eilineba the elven cultist. Escort: injured seer (level 29 of Infinite Dungeon) | failed |
You failed to protect the lone alchemist from death by Cyronne the orc master assassin. Escort: lone alchemist (level 36 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by Polivea the spitting spider. Escort: lost sun paladin (level 49 of Infinite Dungeon) | failed |
You failed to protect the lost warrior from death by storm wyrm. Escort: lost warrior (level 13 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 15 of Infinite Dungeon. Escort: lost warrior (level 15 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 19 of Infinite Dungeon. Escort: lost warrior (level 19 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by greater multi-hued wyrm. Escort: repented thief (level 33 of Infinite Dungeon) | failed |
You successfully escorted the temporal explorer to the recall portal on level 17 of Infinite Dungeon. Escort: temporal explorer (level 17 of Infinite Dungeon)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Nerikira the orc fighter. Escort: worried loremaster (level 16 of Infinite Dungeon) | failed |
Wake up and kill the dreaming horror boss 'Gemina the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 23) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 24)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27)You completed the challenge and received: Random Artifact: Stormroar (34-40.8 power, 5 apr, cold element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Airfiend (5-7 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 32) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 34) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37)You completed the challenge and received: Random Artifact: Nightglory (19/19, 50-70 power, 19 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 38)You completed the challenge and received: Random Artifact: Sparkwild (46.5-74.4 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4)You completed the challenge and received: Random Artifact: Elemina (7-10.5 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 40)You completed the challenge and received: Random Artifact: Blindknight (19/19, 42-50.4 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 41) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 42) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 43) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 44) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 46)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: Random Artifact: Adotta (5-6.5 power, 6 apr) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 39)0 / 2 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 51)1 / 3 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 28) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 35) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 5) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 12)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 47)Turns left: 0 You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 6)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 26) | failed |
Leave the level in less than 204 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (204) (Level 50)Turns left: 171 You completed the challenge and received: Random Artifact: Beolin (30-36 power, 6 apr, blight element) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | undeterred pair of voratun boots of spellbinding (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag Spell save: +8 (+2 eff.) Silence immunity: +45% Confusion immunity: +50% Stun/Freeze immunity: +50% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Treekin the alchemist's lampPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +5 Mag / +2 Wil Changes resistances: +9% nature Changes resistances penetration: +10% all Changes damage: +6% nature Spellpower: +11 (+2 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
| On hands | stone warden's voratun gauntlets of archery (0 def, 19 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Armour: +19 Armour Hardiness: +13% Changes stats: +9 Dex / +9 Cun / +14 Con Changes resistances: +12% physical It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Polabressra the Chargestreak [power 523] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +10% lightning / +25% fire Changes damage: +21% lightning / +6% fire It can be used to fire a bolt of a random element with (base) damage 261 to 523, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's stralite ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+4 eff.) Disarm immunity: +31% Pinning immunity: +44% Knockback immunity: +38% Maximum life: +36.00 Rings can have magical properties. |
| On fingers | EilinawePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Dex / +8 Mag / +17 Wil / +6 Con Changes resistances: +29% acid / +2% physical / +24% lightning / +25% fire / +30% cold / +6% temporal Physical save: +9 (+3 eff.) Mental save: +18 (+6 eff.) Spellpower: +15 (+3 eff.) Rings can have magical properties. |
| Around neck | vitalizing voratun amulet of mastery (0.39 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Talent mastery: +0.39 Technique / Combat training Physical save: +11 (+3 eff.) Life regen: +3.00 Maximum life: +76.00 Amulets can have magical properties. |
| In main hand | Aerulrabeth the Pitchtrencher (35.5-49.7 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +26 Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +7 Con Changes resistances: +6% cold Changes resistances penetration: +23% physical Changes damage: +18% darkness / +26% physical Stamina when hit: +2.10 Blunt and deadly. |
| Around waist | Harosatir the ScorchgloryInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 39% Damage when hit (Melee): 12 fire Changes stats: +4 Str / +3 Dex / +3 Mag / +3 Con Changes resistances: +18% fire Changes resistances penetration: +15% fire Grants telepathy: Dragon Life regen: +3.60 Healing mod.: +24% A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+8 eff.) Ranged Defense: +17 (+7 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 50.65 to 63.31 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Corpsevile 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.) Damage when hit (Melee): 8 nature Changes stats: +12 Str / +6 Mag / +4 Wil / +12 Con Changes resistances: +3% nature / +12% light Changes resistances penetration: +5% fire Changes damage: +24% nature / +3% fire Physical save: +30 (+8 eff.) Maximum life: +220.00 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. |
| Main armor | enlightening voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +5 Str / +8 Wil / +9 Cun / +6 Con Changes resistances: +14% acid / +15% physical / +14% cold / +15% fire / +15% lightning Talent cooldown: Rush (-5 turns) Mental save: +21 (+7 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +36% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.acid wave rune (230 acid damage; disarm 5 turns with power 22) 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 230.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. Press to compare to your current inscriptions |
teleportation rune (range 91)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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. 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. Press to compare to your current inscriptions |
teleportation rune (range 103)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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. 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. Press to compare to your current inscriptions |
invisibility rune (power 14 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
lightning rune (459 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 153.27 to 459.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. 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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
This item will automatically be transmogrified when you leave the level.gold ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +6 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.painweaver's stralite ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+6 eff.) Changes resistances: +26% acid / +26% fire / +26% cold / +26% lightning Changes damage: +8% all Spellpower: +17 (+4 eff.) Mindpower: +17 (+6 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite ring 'Daimohell' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +5 Dex / +2 Mag / +9 Wil / +5 Cun Changes resistances: +36% darkness / +9% acid Changes damage: +12% blight / +15% temporal / +18% darkness Rings can have magical properties. |
voratun ring 'Shimmerbearer'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: +14 (+4 eff.) Defense: +13 (+6 eff.) Changes stats: +9 Wil / +8 Mag Changes resistances: +9% lightning Changes damage: +6% mind / +18% lightning Mental save: +24 (+8 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +2.00 Spellpower: +15 (+3 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Blastknave the elven-wood magestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 55% chance to daze at end of turn Damage (Melee): +12 lightning When wielded/worn: Defense: +13 (+6 eff.) Fatigue: -6% Effects on melee hit: * 41% chance to daze at end of turn * 16% chance to blind Changes stats: +4 Dex / +5 Mag Changes resistances: +9% nature Changes resistances penetration: +15% nature / +20% lightning Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 136.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Beolin (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 1) on hit: +4 temporal When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +5 Wil / +3 Cun / +5 Con Changes resistances penetration: +15% blight / +10% temporal Changes damage: +30% blight Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +3.00% Stamina each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +20.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Blastthorn the dragonbone vilestaff (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 55% chance to daze at end of turn Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 physical When wielded/worn: Armour: +6 Damage when hit (Melee): 16 lightning Changes stats: +4 Con Changes resistances: +18% nature Changes resistances penetration: +25% lightning Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +83.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Glareshine (30-36 power, 8 apr, cold element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +12 temporal Burst (radius 2) on crit: +12 light / +12 physical When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * 19% chance to blind Changes resistances penetration: +20% light Changes damage: +30% cold Grants telepathy: Dragon Talent granted: +1 Command Staff Stamina each turn: +0.60 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 101.21 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Voidvile the dragonbone vilestaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 55% * 55% chance to inflict 15% damage reduction Damage (Melee): +8 nature / +12 darkness Burst (radius 1) on hit: +20 darkness When wielded/worn: Damage when hit (Melee): 16 light Changes resistances: +9% darkness Changes damage: +42% darkness / +6% nature Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Wildwell (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * Slows global speed by 55% When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to blind Changes resistances: +6% blight / +15% cold / +18% light / +15% lightning Changes damage: +30% arcane / +15% nature Talent granted: +1 Command Staff Spell save: +9 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 101.21 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone magestaff of blasting (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +25 (+6 eff.) Spell crit. chance: +14% It can be used to unleash an elemental blastwave, dealing 61.96 to 74.35 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone vilestaff of channeling (40-48 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +40% acid Talent granted: +1 Command Staff Mana each turn: +0.36 Spellpower: +38 (+9 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite battleaxe (43.5-65.25 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Burst (radius 2) on crit: +19 fire When wielded/worn: Changes resistances penetration: +14% fire Global speed: +6% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elemental voratun battleaxe of daylight (57-85.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +28 light Damage against: +42% Undead When wielded/worn: Changes resistances penetration: +24% acid / +19% fire / +24% cold / +24% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick voratun battleaxe of disruption (54-81 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * disrupts spell-casting Damage against: +38% Unnatural When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +10 Dex Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.thunderous voratun battleaxe (58.5-87.75 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn When wielded/worn: Changes stats: +6 Str / +5 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +20% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul of massacre (85-127.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.0 - 127.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Isluralaith the Venompain (60-96 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +44 light Damage against: +23% Undead When wielded/worn: Damage when hit (Melee): 24 nature Changes stats: +4 Str Changes resistances: +15% nature Changes resistances penetration: +34% nature / +15% physical Physical save: +12 (+3 eff.) Healing mod.: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful orichalcum trident of nature (52.5-84 power, 16 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +24 darkness Damage against: +28% Living When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +20% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.voratun longsword 'Glitterbile' (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 22% chance to disease Damage (Melee): +29 blight / +8 fire Burst (radius 1) on hit: +16 light When wielded/worn: Effects on melee hit: * 41% chance to blind Changes stats: +3 Str / +2 Wil / +5 Con Reduces incoming crit damage: 20.00% See invisible: +9 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.glacial stralite waraxe of erosion (31-43.4 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 nature / +17 temporal Burst (radius 2) on crit: +25 ice When wielded/worn: Armour: +12 Changes resistances penetration: +13% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Brenukath the voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Mind Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +13 temporal / +16 nature / +8 mind Burst (radius 2) on crit: +4 mind / +8 temporal When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances: +6% temporal Changes resistances penetration: +10% mind / +12% darkness Critical mult.: +20.00% Mental save: +30 (+9 eff.) Hate when firing a critical mind attack: +1.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite shield of earthen fury (10 def, 15 armour, 43-51.6 power, 134 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.0 - 51.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +134 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +15 Armour Hardiness: +9% Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +14% physical Talent granted: +4 Block Handheld deflection devices. |
Halotar the Blazeripper (12 def, 3 armour, 66-79.2 power, 214 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +214 On weapon hit: * 35% chance to daze at end of turn Damage (Melee): +16 acid / +8 lightning When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Effects on melee hit: * 36% chance to corrode armour by 30% * 36% chance to daze at end of turn * 24% chance to disease Damage (Melee): 10 lightning Damage when hit (Melee): 46 lightning / 20 blight / 12 acid Changes resistances penetration: +10% lightning Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour of Eyal (17 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+8 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +8% Changes stats: +5 Dex Life regen: +3.20 Maximum life: +88.00 Movement speed: +20% Healing mod.: +26% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.fearforged dwarven-steel mail armour of thunder (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +18 (+6 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +27% Changes stats: +8 Str / +8 Mag / +8 Wil / +8 Con Changes resistances: +16% lightning / +11% fire / -16% light / +11% darkness Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Spellpower: +19 (+4 eff.) Spell crit. chance: +8% Mindpower: +19 (+7 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying dwarven-steel mail armour of thunder (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+6 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +11 Str / +8 Mag / +8 Wil / +5 Con Changes resistances: +16% lightning Maximum life: +70.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +8% Mindpower: +19 (+7 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Zanusta the Deepsfiend (19 def, 22 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +19 (+9 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +26% Changes damage: +9% darkness Mental save: +9 (+3 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Vim when firing critical spell: +4.00 Only die when reaching: -80.00 life Maximum life: +100.00 Spell crit. chance: +4% Healing mod.: +28% A suit of armour made of metal plates. |
Blazefear the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +6 Cun / +3 Wil Changes resistances: +12% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +11 (+4 eff.) Spellpower: +8 (+2 eff.) Light radius: +3 Infravision radius: +3 See invisible: +9 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.ravager's hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances penetration: +14% physical Changes damage: +17% physical Mental save: +11 (+4 eff.) Spellpower: +8 (+2 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Korystir'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% lightning / +15% temporal / +12% light / +6% cold / +6% mind / +6% arcane Changes damage: +9% mind Cut immunity: +25% Knockback immunity: +35% Only die when reaching: -100.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Noonrend the pair of drakeskin leather boots (6 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +10 Dex / +6 Wil / +6 Con / +15 Lck Changes resistances: +14% fire / +6% light / +15% cold Changes resistances penetration: +8% physical Stealth bonus: +15 Maximum mana: +40.00 Mindpower: +9 (+4 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.starseer's elven-silk wizard hat of fire (+30%) (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% fire Changes damage: +13% physical / +13% light / +20% fire / +15% darkness / +8% temporal A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Glimmerseam' (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: +16 (+5 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +12 Str / +10 Wil / +5 Con Changes resistances: +15% acid / +14% physical / +13% cold / +14% lightning / +14% fire Physical save: +13 (+4 eff.) Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Light radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap of knowledge (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun helm of precognition (10 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +5 Defense: +10 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
2 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. |
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. |
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. |
3 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. |
10 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
9 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
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. |
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. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
726 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 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 (106 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 679.67 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 67 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Khelyroddadil the ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike Mana when firing critical spell: +1.00 Maximum life: +40.00 Maximum vim: +10.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 83 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Kirgil the Whitehoof Sun Paladin level 18
1st Dusk 122nd year of Ascendancy at 05:18 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Kirgil the Whitehoof Sun Paladin level 43
6th Haze 122nd year of Ascendancy at 13:08 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Kirgil the Whitehoof Sun Paladin level 27
15th Dusk 122nd year of Ascendancy at 19:46 see stats
Exterminator
Killed 1000 creatures.By Kirgil the Whitehoof Sun Paladin level 21
4th Dusk 122nd year of Ascendancy at 19:59 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Kirgil the Whitehoof Sun Paladin level 12
1st Summertide 122nd year of Ascendancy at 22:13 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Kirgil the Whitehoof Sun Paladin level 23
7th Dusk 122nd year of Ascendancy at 22:46 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Kirgil the Whitehoof Sun Paladin level 31
25th Dusk 122nd year of Ascendancy at 18:09 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Kirgil the Whitehoof Sun Paladin level 38
60th Dusk 122nd year of Ascendancy at 21:02 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By Kirgil the Whitehoof Sun Paladin level 45
23rd Haze 122nd year of Ascendancy at 16:48 see stats
Level 10
Got a character to level 10.By Kirgil the Whitehoof Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 00:11 see stats
Level 20
Got a character to level 20.By Kirgil the Whitehoof Sun Paladin level 20
3rd Dusk 122nd year of Ascendancy at 19:50 see stats
Level 30
Got a character to level 30.By Kirgil the Whitehoof Sun Paladin level 30
22nd Dusk 122nd year of Ascendancy at 04:12 see stats
Level 40
Got a character to level 40.By Kirgil the Whitehoof Sun Paladin level 40
70th Dusk 122nd year of Ascendancy at 02:35 see stats
Size is everything
Did over 1500 damage in one attack.By Kirgil the Whitehoof Sun Paladin level 35
41st Dusk 122nd year of Ascendancy at 14:18 see stats
Size matters
Did over 600 damage in one attack.By Kirgil the Whitehoof Sun Paladin level 24
10th Dusk 122nd year of Ascendancy at 16:13 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kirgil the Whitehoof Sun Paladin level 30
24th Dusk 122nd year of Ascendancy at 05:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kirgil the Whitehoof Sun Paladin level 21
4th Dusk 122nd year of Ascendancy at 13:16 see stats
Log
Kirgil receives 914 healing.
Kirgil resists!
Gloryserin the ancient elven mummy's aether beam hits Kirgil for 259 arcane, 25 arcane (285 total damage).
Kirgil resists!
Gloryserin the ancient elven mummy's aether beam hits Kirgil for 259 arcane, 25 arcane (285 total damage).
Kirgil resists!
Gloryserin the ancient elven mummy's aether beam hits Kirgil for 259 arcane, 25 arcane (285 total damage).
Kirgil resists!
Gloryserin the ancient elven mummy's aether beam hits Kirgil for 259 arcane damage.
Kirgil the level 46 whitehoof sun paladin was mana-torn to death by Gloryserin the ancient elven mummy on level 51 of Infinite Dungeon.
You have 6 life(s) left.
Kirgil has finished recovering.
Kirgil speeds up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Gloryserin the ancient elven mummy's aether beam killed Kirgil!
Saving done.
Talent Shield of Light is ready to use.
Talent Retribution is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Weapon of Light is ready to use.
Kirgil activates Weapon of Wrath.
Talent Chant of Resistance is ready to use.
Kirgil activates Chant of Resistance.
Kirgil activates Retribution.
Kirgil activates Weapon of Light.
Kirgil activates Shield of Light.
Saving game...




















































































































