Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 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. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. IndieRoyale Bonus 1.2.2 New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines 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: Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. nsrr's Exotic Weapons 1.4.8 Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Dark Priest 1.4.8 Additional Randart Properties 1.4.9 Beyond the Flesh Tweak 1.4.9Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds. As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental. See the forum thread for a list of known issues, mostly just those listed above. As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now. Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. 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. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Glutton Additions 1.4.4Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Runic Golem 1.0.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Murder - Quoth the Raven 1.4.0Adds the Murder tree for necromancers, allowing them to conjure flocks of crows. More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Inferno Race Pack 1.4.0Adds a collection of my races. Tweaked Arcane Aether 1.4.6Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Embers of Rage 1.4.4Official 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:
Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit 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. Items Vault 1.4.8Donators/Buyers bonus! Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Revised Short Staves 1.4.6Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Ashes of Urh'Rok 1.4.0Official 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:
Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 28 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 5 on the 14th Dusk 122nd year of Ascendancy at 10:14 0 / 7Killed by Polodhelle the white worm mass at level 7 on the 34th Dusk 122nd year of Ascendancy at 01:23 Killed by Glorunne the crimson crystal at level 7 on the 34th Dusk 122nd year of Ascendancy at 11:14 Killed by Urkis, the High Tempest at level 20 on the 53rd Haze 122nd year of Ascendancy at 21:00 Killed by Xelaith the snow giant boulder thrower at level 21 on the 53rd Haze 122nd year of Ascendancy at 22:41 Killed by Islonn the grave wight at level 28 on the 40th Regrowth 123rd year of Ascendancy at 03:41 Killed by Islylelle the runed bone giant at level 28 on the 40th Regrowth 123rd year of Ascendancy at 05:17 |
Primary Stats
| Strength | 21 (base 18) |
| Dexterity | 13 (base 12) |
| Constitution | 27 (base 12) |
| Magic | 71 (base 60) |
| Willpower | 38 (base 12) |
| Cunning | 51 (base 42) |
Resources
| Mana | 151/272 |
| Psi | 118/118 |
| Vim | 203/208 |
| Life | -162/562 |
| Positive | 130/131 |
| Stamina | 339/378 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +108% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 41 |
| Crit Chance | 34% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | +15% |
Offense: Damage Penetration
| All | +10% |
Defense: Base
| Armour (hardiness) | 47.104579297389 (74.117647058824%) |
| Defense | 33 |
| Ranged Defense | 40 |
| Fatigue | 42 |
| Physical Save | 22 |
| Spell Save | 39 |
| Mental Save | 37 |
Defense: Resistances
| All | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or physical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 249 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1142% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Vitriol | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Acid | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Force | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Skate |
| talent | Ultimate Catalyst |
| talent | Shielding |
| talent | Shielding |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's armour and saves are broken, reducing them by 36. Sunder Armour |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 11%. Pain Suppression |
| beneficial effect | The time distortion has created a restoration field, healing the target for 197 each turn. Temporal Restoration Field |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 27. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed electric eel tail. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. | active |
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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | [vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 2)] Nightstreaker the ash vilestaff (21-25.2 power, 3 apr, acid element) [demon seed [water imp] (level 18, mainhand)]Nightstreaker the ash vilestaff (21-25.2 power, 3 apr, acid element) [demon seed [water imp] (level 18, mainhand)] Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 21.0 - 25.2(+11.0 - +14.2) Uses stat: 130% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +4 (+1) Armour Penetration: +3 (-1) Physical crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to inflict damage reduction (+20%) Damage (Melee): +6 physical When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +15.0% Defense: +7 (+3 eff.) Effects on melee hit: * 9% chance to blind Damage when hit (Melee): 8 darkness Changes resistances: +3% blight / +9% temporal / +3% light Changes damage: +21%(+11%) acid / -6% fire Talents granted: +1.00(-) Command Staff +0(+-3) Corrosive Cone +2 Frost Grab Critical mult.: +12.00% Maximum encumbrance: +0 (-15) Spell save: +3 (+1 eff.) Mana each turn: +0.50 Maximum stamina: +0.00 (-17.00) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +2% (-) Light radius: +2 Movement speed: +0% (-13%) 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 98.81 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. Will of Ul'Gruth (0 def, 15 armour) (On hands)] Will of Ul'Gruth (0 def, 15 armour)Will of Ul'Gruth (0 def, 15 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 (-) Changes stats: +5(-) Str / +5(-) Mag Changes resistances penetration: +10%(-) all Changes damage: +15%(-) all Talent masteries: +0.10(-) Corruption / Wrath +0.10(-) Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. This item has been sent to the Item's Vault. |
| Light source | [vs. Umbraphage (Light source)] UmbraphageUmbraphage Requires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +15%(-) light / +15%(-) darkness Damage affinity(heal): +20%(-) darkness Talent masteries: +0.20(-) Cursed / Shadows Mental save: +10 (+5 eff.) (-) Mindpower: +10 (+5 eff.) (-) Light radius: +10 (-) Absorbs all darkness (power 97, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 287.64 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. This item has been sent to the Item's Vault. |
| On head | [vs. The Black Crown (0 def, 15 armour) (On head)] The Black Crown (0 def, 15 armour)The Black Crown (0 def, 15 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 (-) Fatigue: +1% (-) Changes stats: +10(-) Con / +10(-) Wil Changes resistances: +20%(-) darkness / +20%(-) blight Talent masteries: +0.20(-) Corruption / Demon seeds +0.20(-) Corruption / Demonic pact Physical save: +30 (+28 eff.) (-) Spell save: +30 (+15 eff.) (-) Mental save: +30 (+15 eff.) (-) Shadow Power: +5 (-) Increases all saves by your Shadow Power. "For the demon who has everything." This item has been sent to the Item's Vault. |
| On feet | [vs. The Black Boots (2 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +4(-) Cun Stealth bonus: +10 (-) Movement speed: +75% (-) Shadow Power: +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." This item has been sent to the Item's Vault. |
| Tool | [vs. quick dwarven-steel torque of psychoportation [power 28] (21 cooldown) (Tool)] quick dwarven-steel torque of psychoportation [power 28] (21 cooldown)quick dwarven-steel torque of psychoportation [power 28] (21 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] conjurer's steel ring of darkness (+22%)conjurer's steel ring of darkness (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5(-) Wil / +4(-) Mag Changes resistances: +22%(-) darkness Changes damage: +11%(-) darkness Spellpower: +5 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] Dagitar the GreenvalorDagitar the Greenvalor Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +0(-4) Mag / +0(-5) Wil / +2 Con Changes resistances: +28% acid / +0%(-22%) darkness Changes resistances penetration: +5% nature Changes damage: +14% acid / +0%(-11%) darkness Maximum stamina: +10.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. The Black Core (Around neck)] The Black CoreThe Black Core Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15%(-) darkness Talent masteries: +0.20(-) Corruption / Black-magic Blindness immunity: +100% (-) Only die when reaching: -100.00 life (-) Spellpower: +30 (+9 eff.) (-) Infravision radius: +6 (-) Shadow Power: +5 (-) Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." This item has been sent to the Item's Vault. |
| In main hand | [vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 3)] yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)]yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] Requires: - Magic 24 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / short staff ; tier 3 Base power: 10.0 - 11.0 Uses stat: 130% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +3 (-) Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) acid Talents granted: +3.00(-) Corrosive Cone +1.00(-) Command Staff Maximum encumbrance: +15 (-) Maximum stamina: +17.00 (-) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +2% (-) Movement speed: +13% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| Around waist | [vs. Arthigalegen (Around waist)] ArthigalegenArthigalegen Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes resistances: +3%(-) acid / +3%(-) nature Maximum life: +36.00 (-) A belt that goes around your waist. |
| In off hand | [vs. The Black Wall (12 def, 9 armour, 200 block) (In off hand)] The Black Wall (12 def, 9 armour, 200 block)The Black Wall (12 def, 9 armour, 200 block) Requires: - Strength 22 - Talent Armour Training (level 2) Powered by arcane forces Enchantment: Weapon 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 (-) Defense: +12 (+6 eff.) (-) Ranged Defense: +15 (+7 eff.) (-) Fatigue: +28% (-) Damage when hit (Melee): 10(-) darkness Changes resistances: +12%(-) all Talent masteries: +0.20(-) Technique / Shield offense +0.20(-) Technique / Shield defense +0.20(-) Corruption / Doom shield Talents granted: +5.00(-) Block Shadow Power: +5 (-) Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." This item has been sent to the Item's Vault. |
| Cloak | [vs. Voritha (1 def, 0 armour) (Cloak)] Voritha (1 def, 0 armour)Voritha (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Wil Changes damage: +6%(-) arcane Mental save: +6 (+3 eff.) (-) Mana when firing critical spell: +3.00 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. The Black Plate (25 def, 35 armour) (Main armor)] The Black Plate (25 def, 35 armour)The Black Plate (25 def, 35 armour) Requires: - Strength 39 - Talent Armour Training (level 3) Powered by arcane forces Enchantment: Heavy Armour 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +30 (+8 eff.) (-) Armour: +35 (-) Defense: +25 (+13 eff.) (-) Fatigue: +11% (-) Changes stats: +6(-) Wil / +4(-) Cun / +3(-) Con Changes resistances: +15%(-) acid / +20%(-) darkness / +15%(-) blight / +25%(-) fire / +20%(-) cold Talent masteries: +0.20(-) Corruption / Doom covenant +0.20(-) Corruption / Oppression +0.20(-) Corruption / Wrath +0.20(-) Corruption / Infernal combat Physical save: +15 (+13 eff.) (-) Spell save: +25 (+12 eff.) (-) Confusion immunity: +100% (-) Stun/Freeze immunity: +0% (-) Fear immunity: +100% (-) Light radius: -2 (-) Infravision radius: +3 (-) Shadow Power: +10 (-) Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 3/15) : Effective talent level: 3.6 Power cost: 15 out of 3/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
Inventory
[vs. Rune: Shielding [shielding rune of the sneak (absorb 195 for 4 turns)] (on body)] shielding rune of the psychic (absorb 268 for 3 turns)shielding rune of the psychic (absorb 268 for 3 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: 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 268(+19) damage for 3(-1) turns. Its effects scale with your -Cunning, +Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. The Black Core (Around neck)] grounding copper amuletgrounding copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Stun/Freeze immunity: +22% Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. The Black Core (Around neck)] restful copper amulet of manastreamingrestful copper amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Life regen: +1.30 Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: +0.00 life (+100.00 life) Maximum mana: +21.00 Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. The Black Core (Around neck)] restful copper amulet of strength (+3)restful copper amulet of strength (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Life regen: +1.00 Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. The Black Core (Around neck)] Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
[vs. The Black Core (Around neck)] GlowblastGlowblast Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +3 Dex / +2 Mag Changes resistances: +0%(-15%) darkness Changes damage: +5% acid / +6% physical / +9% light / +5% fire / +5% lightning / +6% cold Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +4 (+1 eff.) (-26 (-8 eff.)) Spell crit. chance: +4% Light radius: +3 Infravision radius: +0 (-6) Combat speed: +10% Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. The Black Core (Around neck)] Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light / +0%(-15%) darkness Changes damage: +12% light Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Light radius: +1 Infravision radius: +0 (-6) Shadow Power: +0 (-5) It can be used to create a reflective shield (50% reflection rate, 292 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
[vs. The Black Core (Around neck)] gold amulet of dexterity (+4)gold amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. The Black Core (Around neck)] voratun amulet 'Shinewasp'This item will automatically be transmogrified when you leave the level. voratun amulet 'Shinewasp' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes resistances: +6% light / +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Critical mult.: +20.00% Blindness immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Light radius: +3 Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] mule's copper ringmule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-5) Wil / +0(-4) Mag Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Maximum encumbrance: +21 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str / +0(-4) Mag / +0(-5) Wil Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] warrior's copper ring of perseverancewarrior's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str / +0(-4) Mag / +0(-5) Wil Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Stun/Freeze immunity: +23% Life regen: +0.80 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] ArmogonarivorArmogonarivor Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Mag / +3(-2) Wil Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Stun/Freeze immunity: +24% Life regen: +2.40 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] rogue's gold ring of perseverancerogue's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +0(-4) Mag / +0(-5) Wil / +2 Cun Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Stun/Freeze immunity: +26% Life regen: +1.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +0(-5) Wil / +0(-4) Mag Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Mental save: -7 (-3 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of darkness (+22%) (On fingers, 1 of 2)] stralite ring of perseveranceThis item will automatically be transmogrified when you leave the level. stralite ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +0(-5) Wil / +0(-4) Mag Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Stun/Freeze immunity: +40% Life regen: +0.80 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 2)] Duvakan the potent yew vilestaff of might (28-33.6 power, 4 apr, acid element)Duvakan the potent yew vilestaff of might (28-33.6 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 28.0 - 33.6(+18.0 - +22.6) Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Accuracy: +0 (-3) Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +2 Str / +2 Cun Changes damage: +28%(+18%) acid Grants telepathy: Demon/Minor Demon/Major Talents granted: +0(+-3) Corrosive Cone +1.00(-) Command Staff Maximum encumbrance: +0 (-15) Maximum stamina: +0.00 (-17.00) Spellpower: +12 (+3 eff.) (+6 (+1 eff.)) Spell crit. chance: +11% (+9%) Movement speed: +0% (-13%) Life leech chance: +15% Life leech: +10% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 2)] magelord's dragonbone starstaff of power (30-36 power, 6 apr, light element)This item will automatically be transmogrified when you leave the level. magelord's dragonbone starstaff of power (30-36 power, 6 apr, light 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(+20.0 - +25.0) Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Accuracy: +0 (-3) Armour Penetration: +6 (+2) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 26 arcane Changes damage: +30% light / +0%(-10%) acid Talents granted: +0(+-3) Corrosive Cone +1.00(-) Command Staff Maximum encumbrance: +0 (-15) Maximum mana: +83.00 Maximum stamina: +0.00 (-17.00) Spellpower: +32 (+8 eff.) (+26 (+6 eff.)) Spell crit. chance: +5% (+3%) Movement speed: +0% (-13%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 2)] Xanussra the stralite battleaxe (46-69 power, 3 apr)This item will automatically be transmogrified when you leave the level. Xanussra the stralite battleaxe (46-69 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0(+36.0 - +58.0) Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-3) Armour Penetration: +3 (-1) Physical crit. chance: +7.5% (+4.0%) Attack speed: 100% (-) Damage (Melee): +21 mind When wielded/worn: Changes resistances: +6% blight / +3% fire / +3% lightning Changes damage: +0%(-10%) acid Talents granted: +0(+-3) Corrosive Cone +0(+-1) Command Staff Maximum encumbrance: +0 (-15) Mental save: +25 (+9 eff.) Blindness immunity: +10% Silence immunity: +10% Maximum stamina: +0.00 (-17.00) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Movement speed: +0% (-13%) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 2)] voratun greatmaul 'Fogbone' (66-99 power, 4 apr)This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Fogbone' (66-99 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0(+56.0 - +88.0) Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +0 (-3) Armour Penetration: +4 (-) Physical crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) On weapon crit: + wounds the target reducing their healing Damage (Melee): +28 mind / +42 cold Burst (radius 1) on hit: +8 darkness When wielded/worn: Physical crit. chance: +12.0% Physical power: +21 (+4 eff.) Changes damage: +6% arcane / +0%(-10%) acid Talents granted: +0(+-3) Corrosive Cone +0(+-1) Command Staff Maximum encumbrance: +0 (-15) Maximum stamina: +0.00 (-17.00) Spellpower: +4 (+1 eff.) (-2 (-1 eff.)) Spell crit. chance: +2% (-) Movement speed: +0% (-13%) Talent on hit(spell): Dissolving Acid (10% chance level 1). It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 3)] horrifying living mindstar (16-17.6 power, 40 apr, mind damage)This item will automatically be transmogrified when you leave the level. horrifying living mindstar (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6(+6.0 - +6.6) Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Accuracy: +0 (-3) Armour Penetration: +40 (+36) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 6 mind / 7 darkness Changes damage: +0%(-10%) acid / +6% mind / +5% darkness Talents granted: +0(+-3) Corrosive Cone +0(+-1) Command Staff Maximum encumbrance: +0 (-15) Maximum stamina: +0.00 (-17.00) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Movement speed: +0% (-13%) 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. Tap to cycle through comparison choices |
[vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 3)] living mindstar of slime (17.5-19.25 power, 40 apr, mind damage)This item will automatically be transmogrified when you leave the level. living mindstar of slime (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3(+7.5 - +8.3) Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Accuracy: +0 (-3) Armour Penetration: +40 (+36) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes damage: +9% nature / +0%(-10%) acid Talents granted: +0(+-3) Corrosive Cone +0(+-1) Command Staff Maximum encumbrance: +0 (-15) Maximum stamina: +0.00 (-17.00) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Movement speed: +0% (-13%) 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. Tap to cycle through comparison choices |
[vs. yew short vilestaff of hiking (10-11 power, 4 apr, acid element) [demon seed [wretch titan] (level 27, mainhand)] (In main hand, 1 of 2)] steady dragonbone longbow of fireThis item will automatically be transmogrified when you leave the level. steady dragonbone longbow of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0(-10.0 - -11.0) Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-3) Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 125% (+25%) Firing range: +10 Damage (Ranged): +5 fire When wielded/worn: Accuracy: +8 (+2 eff.) Changes damage: +0%(-10%) acid / +11% fire Talent cooldown: Steady Shot (-1 turn) Talents granted: +0(+-3) Corrosive Cone +0(+-1) Command Staff Maximum encumbrance: +0 (-15) Maximum stamina: +0.00 (-17.00) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Movement speed: +0% (-13%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of paradox (16/23, 50-70 power, 18 apr)quiver of dragonbone arrows of paradox (16/23, 50-70 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * 14% chance to gain 10% of a turn Damage (Ranged): +13 temporal Arrows are used with bows to pierce your foes to death. |
[vs. The Black Plate (25 def, 35 armour) (Main armor)] marauder's drakeskin leather armour (11 def, 8 armour)This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour (11 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-30 (-8 eff.)) Armour: +8 (-27) Defense: +11 (+6 eff.) (-14 (-7 eff.)) Fatigue: +8% (-3%) Changes stats: +7 Str / +3 Dex / +0(-6) Wil / +0(-4) Cun / +0(-3) Con Changes resistances: +0%(-15%) acid / +0%(-20%) darkness / +0%(-15%) blight / +0%(-25%) fire / +0%(-20%) cold Talent masteries: +0.00(-0.20) Corruption / Doom covenant +0.00(-0.20) Corruption / Oppression +0.00(-0.20) Corruption / Wrath +0.00(-0.20) Corruption / Infernal combat Physical save: +20 (+15 eff.) (+5 (+2 eff.)) Spell save: +0 (+0 eff.) (-25 (-12 eff.)) Confusion immunity: +0% (-100%) Stun/Freeze immunity: +0% (-) Fear immunity: +0% (-100%) Light radius: +0 (+2) Infravision radius: +0 (-3) Shadow Power: +0 (-10) A suit of armour made of leather. |
[vs. The Black Plate (25 def, 35 armour) (Main armor)] hardened voratun mail armour of the deep (5 def, 18 armour)This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of the deep (5 def, 18 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-30 (-8 eff.)) Armour: +18 (-17) Defense: +5 (+3 eff.) (-20 (-10 eff.)) Fatigue: +16% (+5%) Changes stats: +0(-6) Wil / +0(-4) Cun / +0(-3) Con Changes resistances: +18%(+3%) acid / +12% physical / +0%(-20%) darkness / +0%(-15%) blight / +8%(-17%) fire / +19%(-1%) cold / +6% lightning Talent masteries: +0.00(-0.20) Corruption / Doom covenant +0.00(-0.20) Corruption / Oppression +0.00(-0.20) Corruption / Wrath +0.00(-0.20) Corruption / Infernal combat Allows you to breathe in: water Physical save: +0 (+0 eff.) (-15 (-13 eff.)) Spell save: +0 (+0 eff.) (-25 (-12 eff.)) Confusion immunity: +0% (-100%) Stun/Freeze immunity: +0% (-) Fear immunity: +0% (-100%) Light radius: +0 (+2) Infravision radius: +0 (-3) Shadow Power: +0 (-10) A suit of armour made of mail. |
[vs. Arthigalegen (Around waist)] Amulevor the hardened leather beltAmulevor the hardened leather belt Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Damage (Melee): 0(-30) item nature slow Changes resistances: +7% blight / +0%(-3%) nature / +0%(-3%) acid Physical save: +15 (+7 eff.) Life regen: +0.90 Equilibrium when hit: +0.20 Maximum life: +0.00 (-36.00) Maximum hate: +6.00 Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +10 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] pair of hardened leather boots 'Furnaceminister' (19 def, 3 armour)pair of hardened leather boots 'Furnaceminister' (19 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Defense: +19 (+9 eff.) (+17 (+8 eff.)) Ranged Defense: +2 (+1 eff.) Fatigue: +3% (+1%) Changes stats: +0(-4) Cun Changes resistances: +9% arcane Changes damage: +9% arcane / +6% fire Stealth bonus: +0 (-10) Silence immunity: +29% Confusion immunity: +25% Stun/Freeze immunity: +37% Movement speed: +0% (-75%) Shadow Power: +0 (-5) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 16 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] miner's pair of iron boots of rushing (0 def, 7 armour)miner's pair of iron boots of rushing (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+6) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-2%) Changes stats: +2 Str / +0(-4) Cun / +2 Con Stealth bonus: +0 (-10) Infravision radius: +1 Movement speed: +0% (-75%) Shadow Power: +0 (-5) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] Anti-Gravity Boots (8 def, 8 armour)Anti-Gravity Boots (8 def, 8 armour) Requires: - Talent Armour Training Powered by arcane forces Powered by steamtech Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 (+7) Defense: +8 (+4 eff.) (+6 (+3 eff.)) Fatigue: +4% (+2%) Changes stats: +5 Str / +4 Dex / +0(-4) Cun Changes resistances: +10% fire Changes damage: +10% fire Stealth bonus: +0 (-10) Pinning immunity: +50% Movement speed: +0% (-75%) Shadow Power: +0 (-5) Steampower: +3 (+2 eff.) These boots have a 8% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (58 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (100 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] Ivynn the Stormsquall (0 def, 5 armour)Ivynn the Stormsquall (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces Enchantment: Heavy Armour 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (+4) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-2%) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 acid / 16 lightning Changes stats: +3 Mag / +7 Wil / +0(-4) Cun / +4 Con Changes resistances penetration: +7% physical Changes damage: +3% lightning Stealth bonus: +0 (-10) Mindpower: +6 (+3 eff.) Movement speed: +20% (-55%) Shadow Power: +0 (-5) It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Will of Ul'Gruth (0 def, 15 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-13) Defense: +1 (+0 eff.) Changes stats: +0(-5) Str / +0(-5) Mag Changes resistances penetration: +0%(-10%) all Changes damage: +0%(-15%) all Talent masteries: +0.00(-0.10) Corruption / Wrath +0.00(-0.10) Corruption / Brutality Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. Will of Ul'Gruth (0 def, 15 armour) (On hands)] Anyduchak the normal tauntlets (0 def, 4 armour)Anyduchak the normal tauntlets (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces Enchantment: Weapon 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 (-11) Damage (Melee): 8 physical Changes stats: +0(-5) Str / +0(-5) Mag / +1 Lck Changes resistances: +7% physical Changes resistances penetration: +5% arcane / +0%(-10%) all Changes damage: +0%(-15%) all / +3% physical Talent masteries: +0.00(-0.10) Corruption / Wrath +0.00(-0.10) Corruption / Brutality Talent granted: +3 Block Physical save: +15 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +14 (+6 eff.) Disarm immunity: +20% Mana when firing critical spell: +1.00 Maximum vim: +20.00 See invisible: +6 Tauntlets behave like a shield, and allow you to block attacks. 45 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
[vs. Will of Ul'Gruth (0 def, 15 armour) (On hands)] Steam Powered Gauntlets (0 def, 12 armour)This item will automatically be transmogrified when you leave the level. Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 (-3) Changes stats: +6(+1) Str / +6 Dex / +0(-5) Mag Changes resistances penetration: +0%(-10%) all Changes damage: +8%(-7%) all Talent masteries: +0.00(-0.10) Corruption / Wrath +0.00(-0.10) Corruption / Brutality Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
[vs. Will of Ul'Gruth (0 def, 15 armour) (On hands)] earth turtle's mega tauntlets (0 def, 8 armour)This item will automatically be transmogrified when you leave the level. earth turtle's mega tauntlets (0 def, 8 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 (-7) Damage (Melee): 9 physical Changes stats: +0(-5) Str / +0(-5) Mag Changes resistances: +8% physical Changes resistances penetration: +0%(-10%) all Changes damage: +0%(-15%) all / +7% physical Talent masteries: +0.00(-0.10) Corruption / Wrath +0.00(-0.10) Corruption / Brutality Talent granted: +5 Block Physical save: +11 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +10 (+4 eff.) Tauntlets behave like a shield, and allow you to block attacks. 106 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
[vs. Will of Ul'Gruth (0 def, 15 armour) (On hands)] restful voratun gauntlets of dexterity (+4) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. restful voratun gauntlets of dexterity (+4) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +3 (-12) Changes stats: +0(-5) Str / +4 Dex / +0(-5) Mag Changes resistances penetration: +0%(-10%) all Changes damage: +0%(-15%) all Talent masteries: +0.00(-0.10) Corruption / Wrath +0.00(-0.10) Corruption / Brutality Life regen: +2.10 Stamina each turn: +1.70 Maximum stamina: +21.00 Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. The Black Crown (0 def, 15 armour) (On head)] Gunurim (0 def, 3 armour)Gunurim (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-12) Fatigue: +3% (+2%) Damage when hit (Melee): 8 blight Changes stats: +4 Str / +3(-7) Wil / +3 Cun / +0(-10) Con Changes resistances: +9%(-11%) blight / +7% cold / +0%(-20%) darkness Changes damage: +9% blight Talent masteries: +0.00(-0.20) Corruption / Demon seeds +0.00(-0.20) Corruption / Demonic pact Allows you to breathe in: water Physical save: +0 (+0 eff.) (-30 (-28 eff.)) Spell save: +0 (+0 eff.) (-30 (-15 eff.)) Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Mindpower: +4 (+2 eff.) Shadow Power: +0 (-5) A cap made of leather. |
[vs. The Black Crown (0 def, 15 armour) (On head)] Isawyn (0 def, 3 armour)Isawyn (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-12) Fatigue: +3% (+2%) Changes stats: +6 Str / +5 Dex / +1(-9) Wil / +0(-10) Con / +2 Lck Changes resistances: +3%(-17%) darkness / +0%(-20%) blight Talent masteries: +0.00(-0.20) Corruption / Demon seeds +0.00(-0.20) Corruption / Demonic pact Physical save: +0 (+0 eff.) (-30 (-28 eff.)) Spell save: +9 (+5 eff.) (-21 (-10 eff.)) Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Shadow Power: +0 (-5) A cap made of leather. |
[vs. The Black Crown (0 def, 15 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 7 - Talent Armour Training Powered by arcane forces Infused by nature Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-9) Fatigue: +4% (+3%) Changes stats: +5 Str / +4(-6) Wil / +5(-5) Con Changes resistances: +0%(-20%) darkness / +0%(-20%) blight Changes damage: +10% physical Talent masteries: +0.00(-0.20) Corruption / Demon seeds +0.20 Technique / Thuggery +0.00(-0.20) Corruption / Demonic pact Physical save: +12 (+12 eff.) (-18 (-16 eff.)) Spell save: +12 (+6 eff.) (-18 (-9 eff.)) Mental save: +12 (+6 eff.) (-18 (-9 eff.)) Shadow Power: +0 (-5) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 nuummite 5 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+5 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness 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: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+7 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 carnelian 5 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+9 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+9 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
289 alchemist agate 289 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang Rungof's FangRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
Treasure Map: Dragon Lair Treasure Map: Dragon Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a dragon lair full of treasures and danger beneath the Lost Dwarven Kingdom of Reknor. (*USE* it while being inside Reknor). Warning: This location is very dangerous. |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Secret Tunnels Treasure Map: Secret Tunnels0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
Treasure Map: Splinter of Infinity Treasure Map: Splinter of Infinity0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to the entrance of an ancient underground complex, reachable from within a ruined dungeon. (*USE* it while being inside a ruined dungeon. Warning: This location is very deadly. The Entrance is heavily guarded.) |
[vs. quick dwarven-steel torque of psychoportation [power 28] (21 cooldown) (Tool)] Lightobeisance (dig speed 37 turns)Lightobeisance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +2 Mag Changes damage: +3% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. quick dwarven-steel torque of psychoportation [power 28] (21 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. quick dwarven-steel torque of psychoportation [power 28] (21 cooldown) (Tool)] Emelavena [power 9] (6 cooldown)Emelavena [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil / +1 Con Reduces incoming crit damage: 10.00% Maximum vim: +6.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 72 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
demon seed [fire imp] (level 14, mainhand) demon seed [fire imp] (level 14, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Effective talent level: 2.4 Use mode: Passive Description: Randomly (32% chances) hurls up to 3 flame bolts dealing 76.52 fire damage to foes in sight when you hit in melee. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 20, mainhand) demon seed [fire imp] (level 20, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Flame Bolts Effective talent level: 2.4 Use mode: Passive Description: Randomly (32% chances) hurls up to 3 flame bolts dealing 76.52 fire damage to foes in sight when you hit in melee. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 26, mainhand) demon seed [fire imp] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Effective talent level: 3.6 Use mode: Passive Description: Randomly (38% chances) hurls up to 3 flame bolts dealing 91.98 fire damage to foes in sight when you hit in melee. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 3, mainhand) demon seed [fire imp] (level 3, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Effective talent level: 1.2 Use mode: Passive Description: Randomly (26% chances) hurls up to 2 flame bolts dealing 56.56 fire damage to foes in sight when you hit in melee. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 8, mainhand) demon seed [fire imp] (level 8, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Effective talent level: 1.2 Use mode: Passive Description: Randomly (26% chances) hurls up to 2 flame bolts dealing 56.56 fire damage to foes in sight when you hit in melee. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 12, mainhand) demon seed [wretchling] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Effective talent level: 2.4 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 37 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 14, mainhand) demon seed [wretchling] (level 14, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Effective talent level: 2.4 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 37 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 19, mainhand) demon seed [wretchling] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Effective talent level: 2.4 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 37 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 24, mainhand) demon seed [wretchling] (level 24, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Effective talent level: 3.6 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 51 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 28, mainhand) demon seed [wretchling] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Effective talent level: 3.6 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 51 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 31, mainhand) demon seed [wretchling] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Corrosive Slashes Effective talent level: 4.8 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 63 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 7, mainhand) demon seed [wretchling] (level 7, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Effective talent level: 1.2 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 19 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 9, mainhand) demon seed [wretchling] (level 9, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Effective talent level: 1.2 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 19 armor penetration.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 10, mainhand) demon seed [quasit] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Farstrike Effective talent level: 1.2 Use mode: Activated Vim cost: 2 Range: 3 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 139% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 11, mainhand) demon seed [quasit] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Effective talent level: 2.4 Use mode: Activated Vim cost: 2 Range: 6 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 163% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 13, mainhand) demon seed [quasit] (level 13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Effective talent level: 2.4 Use mode: Activated Vim cost: 2 Range: 6 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 163% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 19, mainhand) demon seed [quasit] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Effective talent level: 2.4 Use mode: Activated Vim cost: 2 Range: 6 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 163% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 20, mainhand) demon seed [quasit] (level 20, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Effective talent level: 2.4 Use mode: Activated Vim cost: 2 Range: 6 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 163% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 22, mainhand) demon seed [quasit] (level 22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Effective talent level: 3.6 Use mode: Activated Vim cost: 2 Range: 7 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 182% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 27, mainhand) demon seed [quasit] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Effective talent level: 3.6 Use mode: Activated Vim cost: 2 Range: 7 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 182% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 29, mainhand) demon seed [quasit] (level 29, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Effective talent level: 3.6 Use mode: Activated Vim cost: 2 Range: 7 Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You send your weapon flying to the target, dealing 182% weapon damage.Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 12, mainhand) demon seed [water imp] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Frost Grab Mana each turn: +0.50 Effective talent level: 2.0 Use mode: Activated Mana cost: 35 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 5 turns. The ice will also deal 82.26 cold damage. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 13, mainhand) demon seed [water imp] (level 13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Frost Grab Mana each turn: +0.50 Effective talent level: 2.0 Use mode: Activated Mana cost: 35 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 5 turns. The ice will also deal 82.26 cold damage. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 15, mainhand) demon seed [water imp] (level 15, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Frost Grab Mana each turn: +0.50 Effective talent level: 2.0 Use mode: Activated Mana cost: 35 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 5 turns. The ice will also deal 82.26 cold damage. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 22, mainhand) demon seed [water imp] (level 22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Frost Grab Mana each turn: +0.50 Effective talent level: 3.0 Use mode: Activated Mana cost: 35 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 6 turns. The ice will also deal 98.65 cold damage. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 30, mainhand) demon seed [water imp] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Frost Grab Mana each turn: +0.50 Effective talent level: 3.0 Use mode: Activated Mana cost: 35 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 6 turns. The ice will also deal 98.65 cold damage. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 32, mainhand) demon seed [water imp] (level 32, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Frost Grab Mana each turn: +0.50 Effective talent level: 4.0 Use mode: Activated Mana cost: 35 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 112.56 cold damage. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 47, mainhand) demon seed [water imp] (level 47, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Effective talent level: 5.0 Use mode: Activated Mana cost: 35 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 8 turns. The ice will also deal 124.87 cold damage. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 19, mainhand) demon seed [dolleg] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 2 The seed of a demon. |
demon seed [dolleg] (level 21, mainhand) demon seed [dolleg] (level 21, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 3 The seed of a demon. |
demon seed [dolleg] (level 22, mainhand) demon seed [dolleg] (level 22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 3 The seed of a demon. |
demon seed [dolleg] (level 26, mainhand) demon seed [dolleg] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 3 The seed of a demon. |
demon seed [dúathedlen] (level 13, mainhand) demon seed [dúathedlen] (level 13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrupt Light Effective talent level: 2.4 Use mode: Activated Vim cost: 5 Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Weave darkness in a radius of 3. All lited grids extinguished contribute to your power by increasing all your damage done for 7 turns. Damage increase depends on the number of grids extinguished.Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 19, mainhand) demon seed [dúathedlen] (level 19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrupt Light Effective talent level: 2.4 Use mode: Activated Vim cost: 5 Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Weave darkness in a radius of 3. All lited grids extinguished contribute to your power by increasing all your damage done for 7 turns. Damage increase depends on the number of grids extinguished.Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 22, mainhand) demon seed [dúathedlen] (level 22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrupt Light Effective talent level: 3.6 Use mode: Activated Vim cost: 5 Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Weave darkness in a radius of 4. All lited grids extinguished contribute to your power by increasing all your damage done for 8 turns. Damage increase depends on the number of grids extinguished.Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 26, mainhand) demon seed [thaurhereg] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 3 The seed of a demon. |
demon seed [thaurhereg] (level 46, mainhand) demon seed [thaurhereg] (level 46, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [uruivellas] (level 28, mainhand) demon seed [uruivellas] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Disarm Effective talent level: 3.0 Use mode: Activated Stamina cost: 11.4 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Hits the target doing 89% damage and trying to disarm the target for 5 turns. The chance improves with your Physical Power.Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 29, mainhand) demon seed [uruivellas] (level 29, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Disarm Effective talent level: 3.0 Use mode: Activated Stamina cost: 11.4 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Hits the target doing 89% damage and trying to disarm the target for 5 turns. The chance improves with your Physical Power.Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 27, mainhand) demon seed [daelach] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Doom Tendrils Effective talent level: 3.6 Use mode: Sustained Sustain vim cost: 20 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You turn into a pillar of doom, sprouting flame tendrils in radius 2 around you. All foes hit by the tendrils take 31.78 fire damage per turn. If the creature suffers damage from the fire it is pinned to the ground.Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 30, mainhand) demon seed [daelach] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Doom Tendrils Effective talent level: 3.6 Use mode: Sustained Sustain vim cost: 20 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You turn into a pillar of doom, sprouting flame tendrils in radius 2 around you. All foes hit by the tendrils take 31.78 fire damage per turn. If the creature suffers damage from the fire it is pinned to the ground.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 25, mainhand) demon seed [wretch titan] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Cone Effective talent level: 3.6 Use mode: Passive Description: When you deal a critical strike in melee, you send out a cone of acid, dealing 195 damage to all enemies and melting walls you hit. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 28, mainhand) demon seed [wretch titan] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Cone Effective talent level: 3.6 Use mode: Passive Description: When you deal a critical strike in melee, you send out a cone of acid, dealing 195 damage to all enemies and melting walls you hit. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 31, mainhand) demon seed [wretch titan] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Corrosive Cone Effective talent level: 4.8 Use mode: Passive Description: When you deal a critical strike in melee, you send out a cone of acid, dealing 223 damage to all enemies and melting walls you hit. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 30, mainhand) demon seed [champion of Urh'Rok] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Doomed Nature Effective talent level: 3.6 Use mode: Activated Vim cost: 10 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You curse a target for 5 turns to sever its connection to Nature. Each time it tries to use a natural power it has 41% chances to fail and instead trigger a fireball of radius 1 doing 157.70 fire damage. The damage increases with you Spellpower stat.Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 35, mainhand) demon seed [champion of Urh'Rok] (level 35, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Doomed Nature Effective talent level: 4.8 Use mode: Activated Vim cost: 10 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: You curse a target for 5 turns to sever its connection to Nature. Each time it tries to use a natural power it has 48% chances to fail and instead trigger a fireball of radius 1 doing 180.18 fire damage. The damage increases with you Spellpower stat.Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 27, mainhand) demon seed [forge-giant] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Inferno Mana each turn: +0.50 Effective talent level: 3.0 Use mode: Activated Mana cost: 184 Range: 10 Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Raging flames burn foes and allies alike, doing 54.82 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 30, mainhand) demon seed [forge-giant] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Inferno Mana each turn: +0.50 Effective talent level: 3.0 Use mode: Activated Mana cost: 184 Range: 10 Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Raging flames burn foes and allies alike, doing 54.82 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower.Demon status: alive (100% life). The seed of a demon. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Toxic the Shalore Adventurer level 25
65th Haze 122nd year of Ascendancy at 15:33 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Toxic the Shalore Adventurer level 6
14th Dusk 122nd year of Ascendancy at 13:51 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Toxic the Shalore Adventurer level 20
53rd Haze 122nd year of Ascendancy at 16:33 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Toxic the Shalore Adventurer level 21
54th Haze 122nd year of Ascendancy at 15:07 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Toxic the Shalore Adventurer level 20
53rd Haze 122nd year of Ascendancy at 22:31 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Toxic the Shalore Adventurer level 17
39th Haze 122nd year of Ascendancy at 03:22 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Toxic the Shalore Adventurer level 25
65th Haze 122nd year of Ascendancy at 14:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Toxic the Shalore Adventurer level 10
41st Dusk 122nd year of Ascendancy at 10:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Toxic the Shalore Adventurer level 20
49th Haze 122nd year of Ascendancy at 15:03 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Toxic the Shalore Adventurer level 16
75th Dusk 122nd year of Ascendancy at 04:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Toxic the Shalore Adventurer level 15
64th Dusk 122nd year of Ascendancy at 19:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Toxic the Shalore Adventurer level 5
6th Dusk 122nd year of Ascendancy at 00:15 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Toxic the Shalore Adventurer level 25
65th Haze 122nd year of Ascendancy at 15:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Toxic the Shalore Adventurer level 7
28th Dusk 122nd year of Ascendancy at 10:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Toxic the Shalore Adventurer level 16
5th Haze 122nd year of Ascendancy at 14:39 see stats
Log
Toxic is surging arcane power.
Toxic misses Islylelle the runed bone giant.
The shield around bone giant crumbles.
Islylelle the runed bone giant shares some pain with bone giant!
Toxic hits Forest wight for 195 acid damage.
Toxic hits Bone giant for (47 absorbed), (387 absorbed), (128 absorbed), (177 absorbed), 18 acid (18 total damage).
Toxic hits Islylelle the runed bone giant for 64 physical, , , 530 acid, 176 acid (769 total damage).
Islylelle the runed bone giant casts Defenestrate.
Your shield crumbles under the damage!
The shield around Toxic crumbles.
Toxic is recovering from the damage!
Toxic is dazed!
Toxic's Beyond the Flesh misses Islylelle the runed bone giant.
Islylelle the runed bone giant shares some pain with bone giant!
Toxic receives 197 healing from Temporal Restoration Field.
Toxic receives 16 healing.
Toxic hits Islylelle the runed bone giant for 15 darkness, 7 nature (23 total damage).
Islylelle the runed bone giant hits Toxic for (68 absorbed), 305 physical, 7 lightning, 15 light, 13 blight (339 total damage).
Toxic casts Arcane Reconstruction.
Toxic misses Islylelle the runed bone giant.
The protective shield of Islylelle the runed bone giant disappears.
Toxic receives 190 healing.
Toxic's Beyond the Flesh misses Islylelle the runed bone giant.
Toxic receives 16 healing.
Toxic receives 197 healing from Temporal Restoration Field.
Islylelle the runed bone giant casts Blade Arc.
Islylelle the runed bone giant performs a melee critical strike against Toxic!
Toxic is not dazed anymore.
Saving game...
