













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Zephyr 1.5.5 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Harbinger 1.5.5 Doomed/Darkness Tweaks 1.5.5Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigy Tweaks 1.5.5 Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Inferno Race Pack 1.4.0Adds a collection of my races. Shield Tactics - New Bulwark Talent Category 1.5.5Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Inferno Race Patch for ID and Arena 1.5.5 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Revamped Alchemist 1.5.5 Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Duergar |
| Class | Adventurer |
| Level / Exp | 56 / 25% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 26 (base 28) |
| Dexterity | 23 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 83 (base 60) |
| Willpower | 93 (base 66) |
| Cunning | 83 (base 60) |
Resources
| Mana | 725/725 |
| Equilibrium | 18 |
| Hate | 92/100 |
| Life | 1045/1045 |
| Psi | 196/203 |
| Paradox | 300 |
| Soul | 10/10 |
| Healing Factor | 0.97142857142857 |
| Regeneration | 0.24285714285714 |
Speed
| Mental | +21.867871559633% |
| Attack | +21.867871559633% |
| Movement | 0% |
| Spell | +21.867871559633% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 16 |
| See Invisible | 27 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 54 |
| Crit Chance | 44% |
| APR | 72 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 54 |
| Crit Chance | 44% |
| APR | 72 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 37% |
| Speed | 0.82056081492379 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 53% |
| Speed | 0.82056081492379 |
Offense: Damage Bonus
| Cold | +19% |
| Darkness | +51% |
| Light | +14% |
| Temporal | +28% |
| Blight | +9% |
| Physical | +27% |
| Mind | +47% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +59% |
| Mind | +89% |
| Temporal | +59% |
Defense: Base
| Armour (hardiness) | 52 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 42 |
| Mental Save | 48 |
Defense: Resistances
| Acid | 17%( 70%) |
| Blight | 26%( 70%) |
| Physical | 39%( 70%) |
| Cold | 70%( 70%) |
| All | 0%( 70%) |
| Lightning | 15%( 70%) |
| Temporal | 28%( 70%) |
| Mind | 34%( 70%) |
| Darkness | 70%( 70%) |
| Fire | 70%( 70%) |
| Nature | 18%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 0% |
| Fear Resistance | 0% |
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
| Blind Resistance | 74% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Undead drake | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Horror | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Cursed / Punishments | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Loss | 1.50 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Inner darkness | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Voidwalker | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Duergar | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Hollow | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Heartless |
| talent | Void Communion |
| talent | Raze |
| talent | Mental Tyranny |
| talent | Psiblades |
| talent | Premonition |
| talent | Phase Pulse |
| talent | Spite |
| beneficial effect | Reduces darkness damage received by 20%. Premonition Shield |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
From bellow, it devours | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 28% of the way to your next Rank. You have killed: 22 Uniques 7 Bosses 3 Elite Bosses 2 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 |
Equipment
| On feet | pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
| Light source | Aerynaridrasin the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +4 Armour: +4 Changes stats: +3 Dex / +15 Mag / +6 Wil Changes resistances: +13% blight / +8% darkness Changes damage: +21% mind Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +50% Confusion immunity: +30% Spellpower: +33 (+8 eff.) Spell crit. chance: +5% Mental crit. chance: +2% Light radius: +13 Infravision radius: +5 See stealth: +16 See invisible: +27 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Malslek the Accursed&Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-4 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On hands | rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | mule&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% darkness Changes damage: +10% darkness Maximum encumbrance: +20 Rings can have magical properties. |
| On fingers | Isith the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +19 Defense: +12 (+6 eff.) Changes stats: +7 Wil / +8 Cun / +4 Con Changes resistances: +11% blight / +44% cold / +12% nature Changes damage: +3% physical / +19% cold Critical mult.: +15.00% Physical save: +8 (+3 eff.) Poison immunity: +30% Disease immunity: +12% Stun/Freeze immunity: +10% Mindpower: +13 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Hettisasin the TaintstarPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Mag / +14 Wil / +2 Cun Changes resistances: +6% nature Changes damage: +15% darkness / +15% temporal / +14% light / +14% physical Talent mastery: +0.31 Spell / Animus Mental save: +12 (+4 eff.) Confusion immunity: +17% Hate when firing a critical mind attack: +1.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +10% Mindpower: +23 (+4 eff.) Amulets can have magical properties. |
| In main hand | thorny mindstar of balance (94% power, 49 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 94% Range: 1.1x Uses stats: 78% Wil, 39% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +49 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +5 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +11 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | CoalnaughtPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Physical power: +6 (+2 eff.) Armour: +29 Defense: +12 (+6 eff.) Fatigue: -10% Damage when hit (Melee): 4 temporal Changes stats: +5 Cun / +5 Dex Changes resistances: +3% darkness Changes damage: +3% darkness Critical mult.: +23.00% Maximum encumbrance: +44 Physical save: +34 (+12 eff.) Mental save: +31 (+10 eff.) Maximum psi: +20.00 Mindpower: +17 (+3 eff.) Mental crit. chance: +13% Heals friendly targets nearby when you use a nature summon: +30 It can be used to create a temporary shield that absorbs 392 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | thorny mindstar of balance (94% power, 49 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 94% Range: 1.1x Uses stats: 78% Wil, 39% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +49 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +5 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +11 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+6 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | Duvolazor the reinforced leather armour (4 def, 17 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes stats: +4 Cun Changes resistances: +17% acid / +35% physical / +3% temporal / +40% cold / +3% blight / +58% fire / +9% mind / +15% lightning Changes damage: +3% mind / +9% blight Mental save: +15 (+5 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Mindpower: +12 (+2 eff.) A suit of armour made of leather. |
Inventory
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 1 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. |
This item will automatically be transmogrified when you leave the level.healing infusion of the psychic (heal 268) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 and cleanse 1 wound and 1 poison effect. 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. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 198 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 198 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 7; power 21; turns 3; dispels darkness) 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: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 7; power 20; turns 5; dispels darkness) 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 21%; 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: 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 magical or mental effect and reduce all damage taken by 21% 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. |
This item will automatically be transmogrified when you leave the level.wild infusion of the psychic (resist 28%; 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: 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 mental effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level.schematic: Acid Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Fiery Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Iron Grip Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Power Distributor Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Razor Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Saw Projector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Water Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets can have magical properties. |
Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
This item will automatically be transmogrified when you leave the level.Orc Feller (156% power, 11 apr) Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
This item will automatically be transmogrified when you leave the level.truestriking voratun dagger of erosion (148% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +11 nature / +16 temporal When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger &039; (146% power, 19 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +48% Damage (Melee): +16 temporal Burst (radius 1) on hit: +16 fire When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +24 Physical crit. chance: +11.0% Damage when hit (Melee): 16 temporal Changes resistances: +16% temporal Changes resistances penetration: +12% physical Changes damage: +9% nature Critical mult.: +16.00% Mental save: +32 (+10 eff.) Poison immunity: +10% Disease immunity: +15% Disarm immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite greatmaul &039; (186% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 186% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 blight / +47 light / +12 arcane Damage against: +62% Undead When wielded/worn: Armour penetration: +36 Physical crit. chance: +19.0% Changes stats: +6 Wil / +1 Mag Changes resistances penetration: +17% physical Changes damage: +3% blight / +19% physical Critical mult.: +24.00% Spell save: +3 (+1 eff.) Mana each turn: +0.04 Spellpower: +4 (+1 eff.) Damage Shield penetration: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.hateful voratun longsword of vileness (154% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +5 blight / +16 darkness Damage against: +13% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword &039; (151% power, 20 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +60% Damage (Melee): +16 darkness / +16 fire Damage against: +16% Living When wielded/worn: Accuracy: +29 (+14 eff.) Armour penetration: +13 Physical crit. chance: +10.0% Damage when hit (Melee): 8 fire Changes stats: +10 Str / +4 Dex / +5 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances penetration: +14% lightning / +12% physical Changes damage: +3% fire / +13% physical Blindness immunity: +10% Knockback immunity: +15% Stamina when hit: +2.50 Mana when firing critical spell: +4.00 Spell crit. chance: +3% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of massacre (166% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Nerydhevena the Dimlady (181% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 181% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Melee): +20 nature / +20 temporal When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +28 Changes stats: +4 Wil Changes resistances: +3% darkness Changes resistances penetration: +30% physical / +14% mind / +15% darkness Changes damage: +14% physical Critical mult.: +10.00% Spell save: +20 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel mace of massacre (142% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +8 (+4 eff.) Disarm immunity: +24% Blunt and deadly. |
mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (77% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 29% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of balance (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 29% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Equilibrium when hit: +0.50 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Alerablek (127% power, 4 apr)Alerablek (127% power, 4 apr) Requires: - Magic 20 - Constitution 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 3 Power: 127% Range: 1.4x Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 3). When this weapon hits: Arcane Vortex (10% chance level 3). Burst (radius 1) on hit: +32 nature Damage conversion: 19% arcane silence / 17% corrosive acid When wielded/worn: Physical crit. chance: +4.0% Armour: +7 Armour Hardiness: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 blight Changes stats: +3 Dex / +5 Con Changes resistances: +9% blight / +11% physical / +9% cold / +6% fire Changes resistances penetration: +16% acid / +16% arcane Changes damage: +15% nature / +3% blight Blindness immunity: +5% Poison immunity: +5% Silence immunity: +10% Disarm immunity: +5% Knockback immunity: +30% Life regen: +1.40 Mana each turn: +0.25 Spellpower: +9 (+2 eff.) Light radius: +4 Healing mod.: +16% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 104.08 light damage. Blunt and deadly. |
Kor&Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 4.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 206.27 physical damage to all targets in line, and inflicting bleeding for another 103.13 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff &039; (161% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 161% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +35 (+16 eff.) Physical crit. chance: +33.0% Physical power: +10 (+4 eff.) Defense: +15 (+7 eff.) Effects on melee hit: * 16% chance to blind Damage when hit (Melee): 4 blight Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +10% blight Changes damage: +30% lightning / +3% fire Talent granted: +1 Command Staff Critical mult.: +38.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +98.00 Spellpower: +41 (+10 eff.) Spell crit. chance: +24% Light radius: +5 Damage Shield penetration: +20% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.0 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 8 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 141.55 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff of hiking (136% power, 6 apr, cold element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Maximum encumbrance: +14 Maximum stamina: +27.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Movement speed: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dual yew vilestaff of fate (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talents granted: +1 Dual Staff +1 Command Staff Physical save: +10 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +10 (+3 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone starstaff of warding (136% power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Maximum wards: +2 light Changes damage: +30% light Talents granted: +1 Ward +1 Command Staff Mana each turn: +0.29 Maximum mana: +30.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Tempestwill Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to cause random gloom * 46% chance to daze at end of turn Travel speed: +600% Damage (Ranged): +20 fire / +35 nature / +20 mind Attacks use: 2.0 Steam When wielded/worn: Accuracy: +30 (+14 eff.) Physical crit. chance: +15.0% Changes stats: +6 Mag / +6 Wil / +7 Cun Changes resistances: +12% lightning / +17% mind / +10% all Changes resistances penetration: +14% nature / +20% physical Changes damage: +3% lightning / +21% physical / +22% fire / +15% arcane / +25% mind Talent cooldown: Strafe (-2 turns) Spellpower: +15 (+4 eff.) Mindpower: +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.flaming voratun steamsaw of physical resistance (+15%) (151% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +101 Burst (radius 1) on hit: +13 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +15% physical Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.hateful stralite steamsaw of massacre (148% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 148% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +71 Damage (Melee): +14 darkness Damage against: +16% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Focus Whip (118% power, 7 apr) Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 118% Range: 1.1x Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
This item will automatically be transmogrified when you leave the level.Khelydil Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +19 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +6% blight / +6% cold / +3% physical Changes resistances penetration: +22% physical Changes damage: +48% physical Reduces incoming crit damage: 15.00% Mental save: +14 (+4 eff.) Confusion immunity: +15% Maximum life: +117.00 Maximum mana: +67.00 Maximum stamina: +65.00 Maximum hate: +18.00 Maximum psi: +34.00 Maximum vim: +29.00 Maximum pos.energy: +37.00 Maximum neg.energy: +35.00 Spellpower: +7 (+2 eff.) Mental crit. chance: +10% Infravision radius: +1 Reduces paradox anomalies(equivalent to willpower): +20 It can be used to create a temporary shield that absorbs 371 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Runibar Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +17 (+6 eff.) Fatigue: -4% Changes stats: +12 Dex / +6 Mag / +10 Cun / +1 Con / +16 Lck Changes resistances: +21% light / +22% darkness Changes damage: +3% physical Critical mult.: +11.00% Trap disarming bonus: +39 Stealth bonus: +22 Mana each turn: +0.40 Only die when reaching: -20.00 life Maximum life: +20.00 Maximum mana: +37.00 Maximum stamina: +5.00 Infravision radius: +10 A belt that goes around your waist. |
cashmere cloak &039; (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 blight / 8 fire Changes stats: +2 Cun / +3 Dex Changes resistances: +9% blight Changes resistances penetration: +8% arcane / +5% blight Changes damage: +8% arcane / +15% blight Critical mult.: +16.00% Spell save: +8 (+3 eff.) Mental save: +10 (+3 eff.) Maximum mana: +58.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.dreamer& Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Changes resistances: +17% mind / +22% darkness Physical save: +31 (+11 eff.) Spell save: +13 (+4 eff.) Mental save: +28 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of frost (+30%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% cold Changes damage: +20% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Mental save: +18 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of blight (+15%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% blight Changes damage: +15% blight / +15% arcane Maximum mana: +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.insulating pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% fire / +10% cold Stamina each turn: +0.80 Maximum stamina: +22.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.cinder hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes resistances: +7% fire Changes damage: +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrera the Blindsaw (8 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +8 (+4 eff.) Fatigue: +5% Changes stats: +8 Str / +5 Dex / +3 Mag / +8 Wil / +5 Cun / +6 Con Changes resistances: +12% blight / +14% temporal / +13% lightning / +6% all Changes resistances penetration: +10% arcane Changes damage: +15% light Physical save: +26 (+9 eff.) Mental save: +25 (+8 eff.) Light radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.0 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 6, lowering their Defense by 21 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat &039; (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +5 Cun Changes resistances: +9% temporal Changes damage: +12% mind / +15% temporal Mental save: +11 (+3 eff.) Life regen: +2.10 Psi each turn: +0.23 Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.clarifying elven-silk wizard hat of light (+22%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun Changes resistances: +22% light Changes damage: +15% light Mental save: +10 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.hardened leather cap &039; (8 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +4 Str / +7 Cun / +6 Con Changes resistances: +11% nature / +9% mind Changes damage: +32% mind / +6% acid Physical save: +17 (+6 eff.) Spell save: +7 (+2 eff.) Stamina when hit: +1.00 Equilibrium when hit: +1.70 Maximum life: +82.00 Infravision radius: +3 Healing mod.: +18% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
rough leather hat of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Bytar (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 35 acid / 40 fire Damage when hit (Melee): 30 acid / 32 physical / 31 fire Changes stats: +1 Str / +1 Wil / +3 Cun / +5 Con Changes resistances: +53% acid / +27% cold / +48% fire / +28% temporal Grants telepathy: Dragon Light radius: +2 Infravision radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Radhedil the stralite mail armour (4 def, 25 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 (+7 eff.) Armour: +25 Defense: +4 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 4 mind / 4 arcane Changes stats: +16 Str / +9 Mag / +14 Wil / +7 Cun / +8 Con Changes resistances: +18% lightning / +10% physical / -18% light / +13% fire / +15% mind / +31% darkness Changes damage: +15% arcane / +9% mind Physical save: +35 (+12 eff.) Spell save: +9 (+3 eff.) Mental save: +29 (+9 eff.) Spellpower: +22 (+5 eff.) Spell crit. chance: +9% Mindpower: +19 (+4 eff.) Mental crit. chance: +9% Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +7% physical Physical save: +15 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun mail armour of cold resistance (5 def, 22 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +22 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +25% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +25% fire / +15% light / +13% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes resistances: +20% acid A suit of armour made of mail. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Camofang (12 def, 26 armour, 337.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +26 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage (Melee): 10 lightning / 10 fire Damage when hit (Melee): 28 lightning / 20 fire / 12 mind / 12 acid Changes stats: +1 Wil / +4 Cun / +5 Con Changes resistances: +3% blight / +30% cold Talent granted: +5 Block Physical save: +11 (+4 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.gloomy voratun shield of purity (12 def, 3 armour, 211.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects on melee hit: * 11% chance to cause random gloom Effects when hit in melee: * 13% chance to cause random gloom Changes resistances: +15% nature / +15% blight Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking dwarven-steel shield of purity (8 def, 2 armour, 81 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 8 lightning Damage when hit (Melee): 17 lightning Changes resistances: +10% nature / +13% blight Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield of crushing (12 def, 3 armour, 200 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+3 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.storming quiver of yew arrows of accuracy (19/19, 139% power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Damage (Ranged): +30 lightning Burst (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (144 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
This item will automatically be transmogrified when you leave the level.Lorysus (12/29, 132% power, 8 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 132% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +8 Crit. chance: +13.5% Capacity: 29 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to curse the target * Random elemental explosion On weapon crit: * cripple the target Damage (Ranged): +11 blight / +11 darkness / +16 acid Burst (radius 1) on hit: +12 acid / +16 fire Burst (radius 2) on crit: +8 mind / +8 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Flamedash [power 123] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 20 mind / 12 blight Changes resistances: +12% blight / +6% mind Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +15% mind / +10% fire Changes damage: +6% fire Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +1 Ward +4 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 123 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Murevor the Flareguile [power 241] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +3% mind / +9% fire Maximum wards: +6 physical / +12 mind / +13 darkness Changes resistances penetration: +10% fire Changes damage: +15% arcane Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence +3 Ward Reduces incoming crit damage: 17.00% Physical save: +3 (+1 eff.) Pinning immunity: +5% It can be used to fire a blast of psionic energies in a range 9 beam dealing 120.50 to 241.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.quick ash totem of thorny skin [power 20] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 20 and armour hardiness by 40%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty) (Uniques)
Killed a Bringer of Doom.By Creepy Dark Dude the Duergar Adventurer level 44
17th Profit 122nd year of Ascendancy at 19:20 see stats
Curse Lifter (Nightmare (Adventure) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By Creepy Dark Dude the Duergar Adventurer level 14
2nd Acquisition 122nd year of Ascendancy at 11:00 see stats
Level 10 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 10.By Creepy Dark Dude the Duergar Adventurer level 10
16th Voratun 122nd year of Ascendancy at 11:00 see stats
Level 20 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 20.By Creepy Dark Dude the Duergar Adventurer level 20
9th Profit 122nd year of Ascendancy at 02:53 see stats
Level 30 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 30.By Creepy Dark Dude the Duergar Adventurer level 30
15th Profit 122nd year of Ascendancy at 23:45 see stats
Level 40 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 40.By Creepy Dark Dude the Duergar Adventurer level 40
17th Profit 122nd year of Ascendancy at 09:32 see stats
Level 50 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 50.By Creepy Dark Dude the Duergar Adventurer level 50
18th Profit 122nd year of Ascendancy at 21:34 see stats
Size matters (Nightmare (Adventure) difficulty) (Uniques)
Did over 600 damage in one attack.By Creepy Dark Dude the Duergar Adventurer level 38
17th Profit 122nd year of Ascendancy at 02:49 see stats
The Arena (Nightmare (Adventure) difficulty) (Uniques)
Unlocked Arena mode.By Creepy Dark Dude the Duergar Adventurer level 14
26th Voratun 122nd year of Ascendancy at 00:29 see stats
Treasure Hunter (Nightmare (Adventure) difficulty) (Uniques)
Amassed 1000 gold pieces.By Creepy Dark Dude the Duergar Adventurer level 54
19th Profit 122nd year of Ascendancy at 17:24 see stats
Log
Creepy Dark Dude HEALS from mind damage!
Creepy Dark Dude HEALS from darkness damage!
Raze hits Creepy Dark Dude for (9 resist armour), 0 mind, 2 healing, (14 resist armour), 0 darkness, 6 healing (0 total damage) [9 healing].
--------------------------------
--------------------------------
Creepy Dark Dude uses Mind Sear.
Creepy Dark Dude&
Creepy Dark Dude&
Creepy Dark Dude uses Hateful Whisper.
Lesser vampire has heard the hateful whisper!
Creepy Dark Dude&
Creepy Dark Dude hits Lesser vampire for 476 mind damage.
Raze hits Lesser vampire for 13 darkness, 13 darkness, 5 mind, 9 darkness, 5 mind (46 total damage).
Heartless hits Lesser vampire for 76 mind, 367 mind, 134 darkness, 200 darkness (780 total damage).
Heartless killed Lesser vampire!
--------------------------------
Talent Mind Sear is ready to use.
--------------------------------
Creepy Dark Dude deactivates Psiblades.
Creepy Dark Dude deactivates Heartless.
Creepy Dark Dude deactivates Premonition.
Creepy Dark Dude deactivates Void Communion.
The protective shield of Creepy Dark Dude disappears.
Creepy Dark Dude deactivates Spite.
Creepy Dark Dude deactivates Mental Tyranny.
Creepy Dark Dude deactivates Phase Pulse.
Creepy Dark Dude deactivates Raze.







































































































