Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.2.4Official Expansion!Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 2347% |
| Size | medium |
| Lifes / Deaths | Killed by ogre rune-spinner at level 25 on the 27th Haze 122nd year of Ascendancy at 01:58 0 / 7Killed by Isyriada the master vampire at level 31 on the 49th Regrowth 123rd year of Ascendancy at 15:31 Killed by Nerariavea the ghast at level 32 on the 52nd Regrowth 123rd year of Ascendancy at 05:55 Killed by Elandar at level 50 on the 67th Regrowth 124th year of Ascendancy at 00:33 Killed by Elandar at level 50 on the 67th Regrowth 124th year of Ascendancy at 03:05 Killed by Elandar at level 50 on the 67th Regrowth 124th year of Ascendancy at 04:25 Killed by Streaker the tougher at level 50 on the 67th Regrowth 124th year of Ascendancy at 06:20 |
Primary Stats
| Strength | 64 (base 25) |
| Dexterity | 63 (base 24) |
| Constitution | 50 (base 10) |
| Magic | 80 (base 63) |
| Willpower | 75 (base 60) |
| Cunning | 103 (base 66) |
Resources
| Mana | 347/347 |
| Psi | 165/165 |
| Vim | 232/276 |
| Life | 1238/1238 |
| Positive | 138/177 |
| Stamina | 424/424 |
| Healing Factor | 1.3 |
| Regeneration | 2.535 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 12 |
| Lite | -988 |
| Infravision | 12 |
| See Invisible | 21 |
| Stealth | 63.426406871193 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 188 |
| Accuracy | 48 |
| Crit Chance | 56% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 55% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 59.233333333333 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 32.275 |
| Ranged Defense | 33.275 |
| Fatigue | 0 |
| Physical Save | 57.883333333333 |
| Spell Save | 54.333333333333 |
| Mental Save | 50.35 |
Defense: Resistances
| All | 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 36% |
| Silence Resistance | 48% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 500 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 1209% over 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Blight | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stealth |
| talent | Quicken Spells |
| talent | Chant of Fortress |
| talent | Crystalline Focus |
| talent | Arcane Shield |
| talent | Essence of Speed |
| talent | Dark Ritual |
| talent | Shielding |
| talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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&LIGHT_GREEN | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
The Doom of the World! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | 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 | Sootpower (136% power, 6 apr, physical element) Sootpower (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 darkness When wielded/worn: Physical crit. chance: +24.0% Damage (Melee): 42 arcane Damage when hit (Melee): 4 darkness Changes resistances: +6% temporal Changes resistances penetration: +15% temporal / +15% physical Changes damage: +3% temporal / +30% physical Talent granted: +1 Command Staff Critical mult.: +20.00% Maximum mana: +38.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 459 alchemist diamond 459 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | Dazzlehack DazzlehackCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +3 Wil Grants telepathy: Humanoid/Orc Light radius: +10 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Emukira (0 def, 5 armour) Emukira (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 physical Changes resistances: +15% nature / +1% physical Critical mult.: +15.00% Spell save: +10 (+3 eff.) Stamina each turn: +0.80 Maximum life: +120.00 Healing mod.: +30% A cap made of leather. |
| On feet | Ragakaltholen (2 def, 4 armour) Ragakaltholen (2 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -9% Changes resistances: +3% darkness Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Silence immunity: +28% Confusion immunity: +26% Stun/Freeze immunity: +31% Stamina each turn: +0.60 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | quick stralite torque of clear mind [power 2] (7 cooldown) quick stralite torque of clear mind [power 2] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring &039; steel ring &039;Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +5 (+1 eff.) Fatigue: -4% Changes stats: +4 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +6% light Maximum encumbrance: +22 Blindness immunity: +5% Silence immunity: +15% Only die when reaching: -20.00 life Rings can have magical properties. |
| On fingers | Tarrutomas TarrutomasCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +12 Changes stats: +18 Str / +15 Con Changes resistances: +6% acid / +3% cold / +12% temporal Light radius: +3 Rings can have magical properties. |
| Around neck | Sunveil SunveilInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +20 Dex / +10 Cun / +10 Con Changes resistances: +9% blight / +14% physical / +5% arcane / +3% lightning Changes resistances penetration: +5% light Changes damage: +6% acid Reduces incoming crit damage: 5.00% Blindness immunity: +32% Silence immunity: +5% Stun/Freeze immunity: +15% Life regen: +1.30 Stamina each turn: +2.40 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Bolbum& Bolbum&Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.8 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff&039;s Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | Ce& Ce&Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +2 Cun / +1 Wil Changes resistances: +6% darkness Mental save: +12 (+4 eff.) Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | drakeskin leather belt &039; drakeskin leather belt &039;Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +17 (+8 eff.) Fatigue: -4% Changes stats: +2 Str / +6 Mag / +2 Con Reduces incoming crit damage: 5.00% Stealth bonus: +15 Physical save: +41 (+11 eff.) Life regen: +0.40 Mana each turn: +0.60 Only die when reaching: -60.00 life Maximum mana: +60.00 Maximum stamina: +5.00 Mindpower: +24 (+6 eff.) A belt that goes around your waist. |
| Cloak | Growthburst the elven-silk cloak (3 def, 0 armour) Growthburst the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +6 Wil / +6 Cun / +3 Con Changes resistances: +30% darkness / +26% temporal Changes damage: +6% arcane / +6% blight Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Mental crit. chance: +8% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +23% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+20 for 9 turns, die at -734) heroism infusion of the sneak (+20 for 9 turns, die at -734)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 9 turns. While Heroism is active, you will only die when reaching -734 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+19 for 9 turns, die at -664) heroism infusion of the sneak (+19 for 9 turns, die at -664)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -664 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+18 for 11 turns, die at -1013) heroism infusion of the wizard (+18 for 11 turns, die at -1013)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -1013 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (663% speed; 6 turns) movement infusion (663% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (530% speed; 6 turns) movement infusion (530% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (797% speed; 6 turns) movement infusion of the sneak (797% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 797% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (803% speed; 6 turns) movement infusion of the sneak (803% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 803% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (809% speed; 6 turns) movement infusion of the warrior (809% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 809% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 313 over 5 turns) regeneration infusion of the duelist (heal 313 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 416 over 5 turns) regeneration infusion of the psychic (heal 416 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 464 over 5 turns) regeneration infusion of the wizard (heal 464 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 464 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure mental) wild infusion (resist 20%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 24%; cure physical) wild infusion (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure magical, mental) wild infusion (resist 10%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 26%; cure physical) wild infusion (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 21%; cure physical) wild infusion of the duelist (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 24%; cure magical, mental) wild infusion of the psychic (resist 24%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 35%; cure mental) wild infusion of the sneak (resist 35%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 20%; cure physical) wild infusion of the sneak (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 18%; cure magical) wild infusion of the wizard (resist 18%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 29%; cure physical) wild infusion of the wizard (resist 29%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It& |
controlled phase door rune of the wizard (range 11) controlled phase door rune of the wizard (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Magic 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. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Magic 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. |
manasurge rune of the wizard (1198% regen over 10 turns; 60 instant mana) manasurge rune of the wizard (1198% regen over 10 turns; 60 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 1198% over 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 659 for 5 turns) shielding rune of the sneak (absorb 659 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 659 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled &039; Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aduminn AduminnPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Teleport immunity: +50% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spell crit. chance: +1% It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Ce& Ce&Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +22 (+7 eff.) Defense: +18 (+9 eff.) Changes stats: +7 Str / +9 Dex / +9 Wil / +20 Lck Grants telepathy: Dragon Reduces incoming crit damage: 5.00% See invisible: +6 Reduce all damage from unseen attackers: 35% Amulets can have magical properties. |
Cloudvault the stralite amulet Cloudvault the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +2 Changes stats: +3 Str Changes resistances penetration: +15% lightning Physical save: +29 (+8 eff.) Spell save: +22 (+7 eff.) Mental save: +19 (+6 eff.) Amulets can have magical properties. |
Cuthirim the steel amulet Cuthirim the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% arcane Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Amulets can have magical properties. |
Ivibreldassra IvibreldassraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +1 Changes stats: +2 Str Changes resistances: +2% physical Changes damage: +7% blight / +9% fire Critical mult.: +15.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Spellpower: +9 (+2 eff.) Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 818.30 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Tempestquick the voratun amulet Tempestquick the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 42% chance to corrode armour Changes resistances: +36% lightning / +6% cold / +9% darkness / +3% blight Changes damage: +9% physical Physical save: +21 (+6 eff.) Spell save: +21 (+7 eff.) Mental save: +25 (+8 eff.) Stun/Freeze immunity: +50% Combat speed: +10% Amulets can have magical properties. |
Turenarihor the stralite amulet Turenarihor the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.26 Psionic / Finer energy manipulations Critical mult.: +5.00% Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Xanata the Hellrot Xanata the HellrotCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Effects on melee hit: * 42% chance to daze Damage when hit (Melee): 12 fire Changes resistances penetration: +10% fire Changes damage: +3% lightning / +15% fire Critical mult.: +18.00% Amulets can have magical properties. |
Zadar the voratun amulet Zadar the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Fatigue: -13% Effects on melee hit: * 52% chance to corrode armour Changes damage: +9% physical Life regen: +3.40 Only die when reaching: -40.00 life Maximum life: +30.00 Healing mod.: +15% Amulets can have magical properties. |
clarifying steel amulet of constitution (+2) clarifying steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +13% mind Confusion immunity: +22% Amulets can have magical properties. |
copper amulet &039; copper amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Changes resistances penetration: +5% physical Critical mult.: +6.00% Pinning immunity: +24% Knockback immunity: +20% Healing mod.: +15% Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets can have magical properties. |
serendipitous voratun amulet of murder serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +23 (+8 eff.) Armour penetration: +7 Physical crit. chance: +4.0% Defense: +18 (+9 eff.) Changes stats: +12 Lck Critical mult.: +17.00% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
steel amulet &039; steel amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Reduces incoming crit damage: 15.00% Blindness immunity: +12% Infravision radius: +4 Sight radius: +2 See invisible: +7 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
steel amulet &039; steel amulet &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Mag Infravision radius: +3 See invisible: +6 Amulets can have magical properties. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets can have magical properties. |
voratun amulet &039; voratun amulet &039;Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +15 (+8 eff.) Changes stats: +6 Wil / +6 Con / +20 Lck Changes resistances: +6% mind Mental save: +31 (+10 eff.) Blindness immunity: +10% Cut immunity: +20% Disarm immunity: +10% Confusion immunity: +21% Mindpower: +15 (+4 eff.) Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
voratun amulet of teleportation voratun amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 63), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
warrior& warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +9% physical Talent mastery: +0.34 Spell / Explosive admixtures Stamina each turn: +0.60 Amulets can have magical properties. |
warrior& warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Changes resistances: +6% physical Critical mult.: +11.00% Stamina each turn: +0.50 Amulets can have magical properties. |
Arirak ArirakInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes damage: +9% arcane / +15% acid Mental save: +11 (+4 eff.) Confusion immunity: +37% Rings can have magical properties. |
Bethanor the Sunoath Bethanor the SunoathPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +26% light Changes resistances penetration: +5% fire Changes damage: +3% fire / +13% light / +6% mind Disarm immunity: +34% Pinning immunity: +32% Stun/Freeze immunity: +36% Knockback immunity: +35% Life regen: +0.80 Maximum life: +32.00 Rings can have magical properties. |
Betugatha the stralite ring Betugatha the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +9% light / +3% cold Mental save: +13 (+4 eff.) Confusion immunity: +40% Stun/Freeze immunity: +10% Rings can have magical properties. |
Chargevile ChargevilePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +15% lightning Changes damage: +3% lightning Reduces incoming crit damage: 15.00% Silence immunity: +32% Mana each turn: +0.19 Rings can have magical properties. |
Cinderbolt the steel ring Cinderbolt the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% fire Silence immunity: +26% Mana each turn: +0.15 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
Demonbraid the voratun ring Demonbraid the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+8 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 darkness / 4 acid Changes resistances: +9% darkness / +9% acid Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
Dimwrecker DimwreckerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 4 arcane / 8 darkness Changes stats: +8 Str / +8 Con Vim when firing critical spell: +3.00 Damage Shield penetration: +50% Rings can have magical properties. |
Mayibeth MayibethPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +5 Con Changes resistances: +30% light Changes damage: +15% light Spell save: +10 (+3 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +29% Maximum stamina: +16.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 36 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Oakpiety OakpietyPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 lightning Changes stats: +2 Wil Changes resistances: +12% arcane Changes damage: +12% arcane / +6% nature Maximum encumbrance: +20 Mental save: +4 (+1 eff.) Rings can have magical properties. |
Porerin PorerinPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Str / +1 Dex / +8 Mag / +5 Wil / +2 Cun / +3 Con Changes resistances: +6% acid Spell save: +14 (+5 eff.) Maximum stamina: +18.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ulfodemnir the stralite ring Ulfodemnir the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +14 (+7 eff.) Changes stats: +7 Cun Changes resistances penetration: +15% acid Changes damage: +3% mind / +6% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Only die when reaching: -40.00 life Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.78 cold and 29.31 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 188.54 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xanysetira the steel ring Xanysetira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +1 Cun / +3 Con Physical save: +3 (+1 eff.) Stun/Freeze immunity: +32% Life regen: +2.40 Rings can have magical properties. |
gold ring &039; gold ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes damage: +6% darkness Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Rings can have magical properties. |
gold ring &039; gold ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% fire Changes damage: +15% fire Critical mult.: +10.00% Mental save: +20 (+7 eff.) Maximum hate: +2.00 Maximum psi: +40.00 Rings can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
mule& mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings can have magical properties. |
steel ring &039; steel ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances: +24% fire Changes damage: +3% nature / +12% fire Spell save: +9 (+3 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan& titan&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring &039; voratun ring &039;Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +17 Defense: +17 (+8 eff.) Changes resistances: +12% acid / +38% darkness / +14% blight / +20% mind / +15% nature Changes resistances penetration: +5% light Changes damage: +21% acid / +20% mind / +6% light / +19% darkness Poison immunity: +30% Disease immunity: +30% Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher&YELLOWLASTANTIQUE_WHITE{italic} |
Barobers (136% power, 6 apr, physical element) Barobers (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +4 arcane When wielded/worn: Accuracy: +14 (+5 eff.) Physical crit. chance: +22.0% Physical power: +13 (+3 eff.) Changes stats: +1 Wil / +2 Mag Changes resistances penetration: +10% arcane Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +34.00% Reduces incoming crit damage: 5.00% Mana when firing critical spell: +1.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
Betathra the Dourclash (136% power, 6 apr, fire element) Betathra the Dourclash (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +26 (+11 eff.) Effects on melee hit: * 34% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +5 Con Changes resistances: +6% blight / +6% cold / +6% darkness / +5% arcane Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Light radius: +7 Healing mod.: +19% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 104.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
Eclipsewrack EclipsewrackPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+9 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 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 35% chance to completely evade them and granting you 40 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Galemistress the drakeskin leather belt Galemistress the drakeskin leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +3% lightning Critical mult.: +20.00% Physical save: +15 (+4 eff.) Mental save: +23 (+8 eff.) Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
Xanne XanneCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +6% fire / +6% cold Changes damage: +9% physical Life regen: +0.20 Maximum stamina: +15.00 A belt that goes around your waist. |
drakeskin leather belt &039; drakeskin leather belt &039;Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes stats: +7 Str / +4 Dex / +7 Wil / +7 Cun Changes resistances: +6% darkness Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Physical save: +18 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +34 (+11 eff.) Equilibrium when hit: +0.12 Maximum hate: +10.00 Maximum psi: +20.00 Spellpower: +11 (+3 eff.) A belt that goes around your waist. |
drakeskin leather belt &039; drakeskin leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +12% nature Changes resistances penetration: +10% light Trap disarming bonus: +28 Stealth bonus: +12 Physical save: +3 (+1 eff.) Spell save: +20 (+6 eff.) Cut immunity: +10% Teleport immunity: +10% Light radius: +3 Infravision radius: +6 A belt that goes around your waist. |
hardened leather belt &039; hardened leather belt &039;Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Mag Reduces incoming crit damage: 5.00% Mana each turn: +0.30 Maximum mana: +38.00 Infravision radius: +2 See invisible: +6 A belt that goes around your waist. |
noble& noble&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% blight Reduced damage from: +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Morningzephyr (2 def, 9 armour) Morningzephyr (2 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Armour: +9 Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +3 Con / +1 Mag Changes resistances: +7% acid / +7% fire / +7% lightning / +20% cold Light radius: +1 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (2 def, 0 armour) cashmere cloak &039; (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +10% physical Changes damage: +6% physical Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (2 def, 0 armour) cashmere cloak &039; (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% blight / +20% nature / +3% mind Critical mult.: +6.00% Poison immunity: +5% Life regen: +1.90 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of backstabbing (1 def, 0 armour) linen cloak of backstabbing (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +1 (+0 eff.) Critical mult.: +11.00% Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn&039;ve clearly seen extensive use. |
Getta (0 def, 1 armour) Getta (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes damage: +3% acid Critical mult.: +10.00% Life regen: +1.50 Mental crit. chance: +1% Healing mod.: +11% A pair of boots made of leather. |
Oozebloom (0 def, 1 armour) Oozebloom (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 4 nature Changes stats: +1 Cun Changes damage: +3% nature Critical mult.: +5.00% Maximum encumbrance: +23 Physical save: +6 (+2 eff.) Mindpower: +8 (+2 eff.) A pair of boots made of leather. |
Shockmark (0 def, 5 armour) Shockmark (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +3 Dex / +8 Mag / +1 Con Changes damage: +10% acid / +6% lightning / +7% blight Maximum encumbrance: +35 Physical save: +23 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +9 (+3 eff.) Disease immunity: +25% Spellpower: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Starschism the pair of voratun boots (10 def, 5 armour) Starschism the pair of voratun boots (10 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Fatigue: -4% Changes stats: +4 Mag / +5 Wil Changes resistances: +6% light / +6% darkness Changes resistances penetration: +5% lightning Changes damage: +9% light / +6% darkness Stamina each turn: +0.70 Mana each turn: +0.55 Maximum life: +34.00 Maximum mana: +36.00 Spell crit. chance: +3% Light radius: +2 Movement speed: +10% 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 34% chance to completely evade them and granting you 33 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Veliyavena (0 def, 3 armour) Veliyavena (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 mind / 4 physical Changes stats: +9 Lck / +5 Dex Changes resistances penetration: +10% physical Stealth bonus: +10 Maximum encumbrance: +10 A pair of boots made of leather. |
Veluta the pair of dwarven-steel boots (0 def, 12 armour) Veluta the pair of dwarven-steel boots (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes stats: +12 Str / +14 Con Changes damage: +6% blight / +8% physical Psi when hit: +0.16 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Light radius: +3 Infravision radius: +3 See invisible: +6 Heals friendly targets nearby when you use a nature summon: +10 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
blood-soaked pair of drakeskin leather boots of speed (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Movement speed: +20% A pair of boots made of leather. |
pair of drakeskin leather boots &039; (0 def, 5 armour) pair of drakeskin leather boots &039; (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Fatigue: -2% Damage when hit (Melee): 4 light Changes stats: +4 Mag Changes resistances: +16% darkness / +18% temporal Changes resistances penetration: +16% darkness / +13% temporal Changes damage: +9% light Maximum encumbrance: +34 Physical save: +15 (+4 eff.) Spell save: +4 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Lowers spell cool-downs by: 10% Defense after a teleport: +21 Resist all after a teleport: +15% New effects duration reduction after a teleport: +24% A pair of boots made of leather. |
Saleganne the Nimbuscutter (0 def, 3 armour) Saleganne the Nimbuscutter (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +3 Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +6 Dex / +11 Mag / +4 Wil Changes damage: +11% arcane Mana when firing critical spell: +2.00 Only die when reaching: -80.00 life Maximum stamina: +15.00 Maximum vim: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Samyleyon the drakeskin leather gloves (0 def, 8 armour) Samyleyon the drakeskin leather gloves (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +11 Cun / +8 Mag Changes resistances: +15% light / +18% darkness Changes resistances penetration: +10% arcane Mental save: +9 (+3 eff.) Mana each turn: +0.04 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +71.00 Maximum vim: +20.00 Infravision radius: +3 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 73.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves &039; (0 def, 3 armour) drakeskin leather gloves &039; (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Armour: +3 Damage (Melee): 19 darkness Damage when hit (Melee): 8 acid Changes stats: +16 Str / +10 Dex / +9 Cun Changes resistances: +13% darkness / +6% lightning Changes resistances penetration: +10% acid Changes damage: +11% darkness / +9% lightning Talent cooldown: Double Strike (-2 turns) Physical save: +27 (+7 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arathra the Cystweeper (2 def, 0 armour) Arathra the Cystweeper (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes resistances: +6% nature Critical mult.: +5.00% Mana each turn: +0.25 Mana when firing critical spell: +1.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A pointy cloth hat, very wizardly... |
Betira the elven-silk wizard hat (3 def, 0 armour) Betira the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +3 (+2 eff.) Fatigue: -4% Changes stats: +1 Dex Changes resistances: +30% fire Changes damage: +20% fire Critical mult.: +3.00% Maximum encumbrance: +20 Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
Eilineth (0 def, 4 armour) Eilineth (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour Changes stats: +5 Str / +2 Dex / +4 Wil / +3 Cun Changes resistances: +15% acid / +8% physical / +7% nature Changes damage: +9% acid Physical save: +9 (+3 eff.) Spell save: +5 (+2 eff.) Maximum life: +71.00 Healing mod.: +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Radharomiblek (0 def, 3 armour) Radharomiblek (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +6 Dex / +2 Mag / +3 Wil / +7 Con Changes resistances: +10% darkness / +3% temporal Changes resistances penetration: +10% temporal Mental save: +8 (+3 eff.) Light radius: +2 Infravision radius: +4 A cap made of leather. |
Turagochik (0 def, 3 armour) Turagochik (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances: +13% mind / +4% physical / +12% light / +12% darkness Changes resistances penetration: +5% physical Mental save: +20 (+7 eff.) Confusion immunity: +27% A cap made of leather. |
Urthasarab (3 def, 0 armour) Urthasarab (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +4 Str / +2 Dex / +6 Mag / +7 Wil Changes resistances: +24% darkness Changes damage: +16% darkness / +6% physical Life regen: +6.10 Only die when reaching: -40.00 life Spellpower: +5 (+2 eff.) See invisible: +3 Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
catburglar& catburglar&Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +12% darkness Infravision radius: +5 A cap made of leather. |
elven-silk wizard hat &039; (3 def, 0 armour) elven-silk wizard hat &039; (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +2 Str / +3 Wil Changes resistances: +21% fire / +25% nature / +8% cold Changes damage: +17% nature / +11% fire Grants telepathy: Humanoid/Orc A pointy cloth hat, very wizardly... |
hardened leather cap &039; (4 def, 5 armour) hardened leather cap &039; (4 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +6% darkness Changes resistances penetration: +10% arcane Physical save: +10 (+3 eff.) Spell save: +20 (+6 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +5% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
1711 alchemist agate 1711 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
415 alchemist onyx 415 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
295 alchemist opal 295 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ichorsear the voratun pickaxe (dig speed 5 turns) Ichorsear the voratun pickaxe (dig speed 5 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 12 nature Changes stats: +6 Cun / +3 Str Changes resistances: +9% fire / +10% darkness / +15% nature Changes damage: +15% fire / +15% mind / +10% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +43 (+13 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +1% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Vorumira (dig speed 12 turns) Vorumira (dig speed 12 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +2 Dex Changes resistances: +3% blight / +12% nature / +5% arcane Changes damage: +7% mind / +8% fire / +6% nature / +3% arcane Mental save: +7 (+2 eff.) Knockback immunity: +5% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe &039; (dig speed 19 turns) voratun pickaxe &039; (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 fire Changes stats: +3 Str Changes resistances: +9% blight Changes damage: +18% blight Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe &039; (dig speed 12 turns) voratun pickaxe &039; (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +4 Str / +2 Wil Changes resistances penetration: +15% nature Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Light radius: +2 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elerin the Airhunter Elerin the AirhunterPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +3 Cun Changes resistances: +11% darkness / +9% lightning Changes resistances penetration: +5% lightning / +15% blight Changes damage: +9% light / +9% lightning Damage affinity(heal): +5% light Light radius: +0 Infravision radius: +6 It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 47.85 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Galeveil GaleveilPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +10 Cun Changes resistances: +3% lightning / +9% cold / +5% arcane / +8% temporal Changes damage: +6% arcane / +9% lightning Light radius: -1 Infravision radius: +8 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Hanorentir the dwarven lantern Hanorentir the dwarven lanternPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 20 fire Changes stats: +9 Wil / +6 Mag Changes resistances: +14% darkness / +10% fire Changes damage: +12% light / +15% mind Damage affinity(heal): +5% light Life regen: +0.20 Maximum stamina: +10.00 Maximum hate: +8.00 Spellpower: +15 (+4 eff.) Light radius: +9 Healing mod.: +15% It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 47.85 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist&039;Ragiromirand& alchemist&039;Ragiromirand&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +1 Cun Changes damage: +15% acid Mental save: +10 (+3 eff.) Light radius: +3 Infravision radius: +2 See stealth: +13 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern &039; brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +2 Str / +1 Con Changes resistances: +6% blight Grants telepathy: Humanoid/Orc Life regen: +1.70 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern &039; brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold / +2% physical Spell save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eternity& Eternity&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon& Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
16 bloodstone 16 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 248/400. 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 556.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Chamydunanik [power 173] (20 cooldown) Chamydunanik [power 173] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Str / +2 Dex / +3 Con Changes damage: +3% arcane Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +5 Silence Mental save: +20 (+7 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +27% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast &039; [power 225] (6 cooldown) dwarven-steel torque of mindblast &039; [power 225] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +3% darkness Maximum wards: +3 physical / +1 mind / +3 darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness / +9% fire Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 9 beam (dam 112-225), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast [power 269] (6 cooldown) stralite torque of mindblast [power 269] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 9 beam (dam 134-269), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation &039; [power 62] (30 cooldown) voratun torque of psychoportation &039; [power 62] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 42% chance to inflict damage reduction Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +12% temporal Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +5 Silence It can be used to teleport randomly (rad 62), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
Chothel the Burnblast [power 217] (28 cooldown) Chothel the Burnblast [power 217] (28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes damage: +6% fire Spell save: +25 (+8 eff.) Mana each turn: +0.08 Damage Shield penetration: +30% It can be used to heal a target within range 9 (Willpower) for 217, putting all charms on cooldown for 28 turns. Natural totems are made by powerful wilders to store nature power. |
Aerysetha the elven-wood wand of clairvoyance [power 14] (6 cooldown) Aerysetha the elven-wood wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +3% physical / +12% fire Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talent granted: +1 Ward Silence immunity: +20% Stun/Freeze immunity: +20% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), 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. |
Urthurin the elven-wood wand of trap destruction [power 95] (15 cooldown) Urthurin the elven-wood wand of trap destruction [power 95] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes damage: +9% arcane Spell save: +23 (+7 eff.) Vim when firing critical spell: +1.00 Maximum mana: +20.00 Damage Shield penetration: +50% It can be used to disarm traps (95 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of clairvoyance [power 15] (6 cooldown) warded dragonbone wand of clairvoyance [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +3 temporal / +2 blight / +3 fire / +5 cold Talent granted: +1 Ward It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
19 diamond 19 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 moonstone 23 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
251 alchemist ametrine 251 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
191 alchemist zircon 191 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Streaker the tougher the Cornac Adventurer level 36
70th Regrowth 123rd year of Ascendancy at 21:11 see stats
A different point of view (Insane (Adventure) difficulty)
6th Haze 123rd year of Ascendancy at 14:36 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Streaker the tougher the Cornac Adventurer level 36
69th Regrowth 123rd year of Ascendancy at 06:13 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Streaker the tougher the Cornac Adventurer level 42
49th Pyre 123rd year of Ascendancy at 03:14 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Streaker the tougher the Cornac Adventurer level 40
44th Pyre 123rd year of Ascendancy at 17:02 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Streaker the tougher the Cornac Adventurer level 36
69th Regrowth 123rd year of Ascendancy at 00:23 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Streaker the tougher the Cornac Adventurer level 10
17th Dusk 122nd year of Ascendancy at 13:36 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Streaker the tougher the Cornac Adventurer level 39
40th Pyre 123rd year of Ascendancy at 04:49 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Streaker the tougher the Cornac Adventurer level 50
72nd Dusk 123rd year of Ascendancy at 20:19 see stats
Earth Master (Insane (Adventure) difficulty)
3rd Regrowth 123rd year of Ascendancy at 04:08 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Streaker the tougher the Cornac Adventurer level 50
67th Regrowth 124th year of Ascendancy at 11:28 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Streaker the tougher the Cornac Adventurer level 25
25th Haze 122nd year of Ascendancy at 13:24 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Streaker the tougher the Cornac Adventurer level 30
36th Regrowth 123rd year of Ascendancy at 16:09 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Streaker the tougher the Cornac Adventurer level 50
23rd Haze 123rd year of Ascendancy at 02:05 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Streaker the tougher the Cornac Adventurer level 38
34th Pyre 123rd year of Ascendancy at 05:36 see stats
Home sweet home (Insane (Adventure) difficulty)
38th Regrowth 123rd year of Ascendancy at 07:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Streaker the tougher the Cornac Adventurer level 10
17th Dusk 122nd year of Ascendancy at 13:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Streaker the tougher the Cornac Adventurer level 20
66th Dusk 122nd year of Ascendancy at 05:27 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Streaker the tougher the Cornac Adventurer level 30
35th Regrowth 123rd year of Ascendancy at 20:15 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Streaker the tougher the Cornac Adventurer level 40
40th Pyre 123rd year of Ascendancy at 11:03 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Streaker the tougher the Cornac Adventurer level 50
67th Dusk 123rd year of Ascendancy at 13:55 see stats
Mankining it happen! (Insane (Adventure) difficulty)
Won the game without ever taking off his mankini.By Streaker the tougher the Cornac Adventurer level 50
67th Regrowth 124th year of Ascendancy at 11:28 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Streaker the tougher the Cornac Adventurer level 50
20th Haze 123rd year of Ascendancy at 16:38 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Streaker the tougher the Cornac Adventurer level 50
67th Regrowth 124th year of Ascendancy at 11:28 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Streaker the tougher the Cornac Adventurer level 50
77th Dusk 123rd year of Ascendancy at 00:52 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Streaker the tougher the Cornac Adventurer level 23
2nd Haze 122nd year of Ascendancy at 21:06 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Streaker the tougher the Cornac Adventurer level 32
62nd Regrowth 123rd year of Ascendancy at 13:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Streaker the tougher the Cornac Adventurer level 20
66th Dusk 122nd year of Ascendancy at 08:19 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Streaker the tougher the Cornac Adventurer level 39
40th Pyre 123rd year of Ascendancy at 09:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Streaker the tougher the Cornac Adventurer level 9
4th Dusk 122nd year of Ascendancy at 19:54 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Streaker the tougher the Cornac Adventurer level 50
20th Haze 123rd year of Ascendancy at 05:24 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Streaker the tougher the Cornac Adventurer level 50
62nd Regrowth 124th year of Ascendancy at 12:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Streaker the tougher the Cornac Adventurer level 9
2nd Dusk 122nd year of Ascendancy at 16:20 see stats
There and back again (Insane (Adventure) difficulty)
2nd Flare 123rd year of Ascendancy at 08:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Streaker the tougher the Cornac Adventurer level 37
14th Pyre 123rd year of Ascendancy at 21:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Streaker the tougher the Cornac Adventurer level 27
2nd Regrowth 123rd year of Ascendancy at 03:48 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Streaker the tougher the Cornac Adventurer level 35
68th Regrowth 123rd year of Ascendancy at 14:47 see stats
Log
You gain 2.35 gold from the transmogrification of acid wave rune (278 acid damage; dur 5; apply 22).
You gain 1.72 gold from the transmogrification of acid wave rune (136 acid damage; dur 5; apply 22).
You gain 2.85 gold from the transmogrification of insidious poison infusion (49 nature damage, 52% healing reduction).
There is an exit to the worldmap here (press &039; or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Space around you starts to dissolve...
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 54 turns (stop reason: saving).
Saving done.
There is a teleportation circle to the surface here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Streaker the tougher deactivates Crystalline Focus.
Streaker the tougher deactivates Beyond the Flesh.
Streaker the tougher deactivates Arcane Shield.
Streaker the tougher deactivates Shielding.
Streaker the tougher deactivates Essence of Speed.
Streaker the tougher deactivates Quicken Spells.
Streaker the tougher deactivates Stealth.
Streaker the tougher deactivates Dark Ritual.
Streaker the tougher deactivates Chant of Fortress.
