









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.5.0Official Expansion!Godmode Merchant 1.5.10GodMode for T.O.M.E version 1.7.6
GodMode Menu. Unlock ALL Talents, Increase Health & Mana! Add Stat, Generic, Category, & Prodigy Points! Add Extra Lives, increase Levels, Gold and Carry Weight! Toggle Invulnerability and Insta Kill! Imbue Any Item! Custom Shops! Fast Travel and much more! All Available in the main campaign, Orc: Embers of Rage, and Infinite DungeonOpen inventory (Press 'i') and Left click to open the [GodMode] menu and have FUN! I wanted to make a customizable GodMode so you can set your character's power: From just learning new talents to increasing various character stat points and sub stats to full blown invulnerability and insta kill! *Doesn't disable achievements*
1. Please note you will need to start a new game for the [GodMode] menu to appear in the players inventory.2. Since this is an item, it can only be used where a typical item could be used. Cant be used on the world map, must be in a \"zone\" [town or dungeon] For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 1870246% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 66 (base 60) |
| Dexterity | 72 (base 60) |
| Constitution | 66 (base 60) |
| Magic | 84 (base 60) |
| Willpower | 73 (base 60) |
| Cunning | 70 (base 60) |
Resources
| Life | 1182/1182 |
| Mana | 261/261 |
| Stamina | 364/364 |
| Hate | 49/100 |
| Healing Factor | 1.3559322033898 |
| Regeneration | 0.33898305084745 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +33.19059539439% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 31.110971274215 |
| See Invisible | 50.796441683203 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 64 |
| Crit Chance | 53% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 50% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +1410065464% |
| Light | +1410065423% |
| Arcane | +1410065427% |
| Fire | +1410065425% |
| All | +1410065416% |
Offense: Damage Penetration
| Lightning | +70% |
Defense: Base
| Armour (hardiness) | 41.647153510181 (30%) |
| Defense | 23 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 47 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | 22%( 70%) |
| Light | 23%( 70%) |
| Darkness | 29%( 70%) |
| Blight | 21%( 70%) |
| Cold | 21%( 70%) |
| Fire | 22%( 70%) |
| All | 15%( 70%) |
Defense: Immunities
| Stun Resistance | 58% |
| Confusion Resistance | 17% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (2/3)
| 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. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Hurricane |
| talent | Arcane Combat |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Fiery Hands |
| talent | Inner Power |
| talent | Tempest |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Stone Skin |
| talent | Shielding |
| talent | Keen Senses |
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 |
Back and there again | active |
You abandoned injured seer to death. Escort: injured seer (level 3 of Old Forest) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 6 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 1 of Dreadfell) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 8 of Dreadfell) | failed |
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 |
Explore the caves below the ruins of Kor&SLATEWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | 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 |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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
| On hands | Sparktide (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 3 fire / 5 cold / 5 lightning Damage when hit (Melee): 8 lightning Changes stats: +9 Mag / +4 Wil Changes resistances penetration: +15% lightning Changes damage: +11% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On feet | eldritch pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +1 Wil Mana each turn: +0.10 Maximum mana: +22.00 Spell crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
| Main armor | dispeller&Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +8% lightning / +8% darkness / +7% blight / +8% fire / +7% cold / +9% light Changes damage: +9% all Physical save: +13 (+5 eff.) Spell save: +27 (+9 eff.) Mental save: +11 (+4 eff.) Spellpower: +14 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Around waist | spiritwalker&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes stats: +3 Mag Critical mult.: +9.00% Mana each turn: +0.40 Maximum mana: +35.00 A belt that goes around your waist. |
| Light source | watchleader&039;s lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +7% light Damage affinity(heal): +5% light Blindness immunity: +26% Confusion immunity: +17% Light radius: +9 See stealth: +17 See invisible: +8 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 37 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | murderer&Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +3 (+2 eff.) Changes stats: +6 Dex / +3 Mag / +2 Wil / +4 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | cruel dragonbone magestaff of invocation (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 6455737351.82 to 7746884822.18 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
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. |
iron greatsword (17-27.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
cruel elven-wood magestaff of might (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Aerulebeth the Phlegmrip (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Armour: +11 Fatigue: +4% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 nature Changes stats: +12 Cun / +11 Con Changes resistances: +15% lightning / +15% temporal / +2% physical Physical save: +75 (+24 eff.) Spell save: +15 (+5 eff.) Mental save: +57 (+19 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Alorach (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: -5% Changes stats: +5 Mag / +6 Wil / +5 Con Critical mult.: +11.00% Maximum encumbrance: +50 Physical save: +29 (+10 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Mana each turn: +0.60 Maximum mana: +52.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Amedin the pair of voratun boots (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes stats: +4 Str / +4 Mag / +3 Wil / +4 Con Changes resistances penetration: +10% mind Changes damage: +12% mind Critical mult.: +25.00% Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Mental crit. chance: +4% Infravision radius: +3 It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Armarandur (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Cun / +11 Con Grants telepathy: Humanoid/Orc Physical save: +49 (+17 eff.) Mental save: +75 (+24 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Equilibrium when hit: +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Barkpeal (32 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +32 (+16 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +6% nature Changes resistances penetration: +11% physical Changes damage: +6% mind Grants telepathy: Dragon Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +4.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Belanne (24 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 (+12 eff.) Fatigue: +4% Changes stats: +13 Str / +4 Dex / +2 Cun / +14 Con Changes resistances: +15% lightning / +15% temporal / +9% blight Changes damage: +19% physical Spell save: +6 (+2 eff.) Spell crit. chance: +4% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Belisethra (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +6 Mag / +8 Cun / +6 Con Critical mult.: +20.00% Physical save: +40 (+14 eff.) Spell save: +21 (+7 eff.) Mental save: +40 (+13 eff.) Psi when hit: +0.08 Maximum hate: +8.00 Spell crit. chance: +1% Lowers spell cool-downs by: 10% Mindpower: +4 (+1 eff.) Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Bethassra the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +8 Mag / +3 Wil / +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Maximum encumbrance: +50 Physical save: +12 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.20 Spellpower: +5 (+1 eff.) Lowers spell cool-downs by: 10% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Bethogata the pair of voratun boots (35 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +35 (+17 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 8 arcane Changes stats: +5 Mag / +2 Wil / +6 Cun / +6 Con Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +24 (+8 eff.) Mental save: +25 (+8 eff.) Light radius: +3 Movement speed: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Bethunne the Voidlady (10 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: -5% Damage when hit (Melee): 12 mind Changes stats: +2 Cun Changes resistances: +15% darkness / +15% fire / +6% mind / +15% cold Grants telepathy: Dragon Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Mental crit. chance: +3% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Blastwyrd the pair of voratun boots (9 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +11.0% Physical power: +12 (+3 eff.) Armour: +5 Defense: +9 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: -6% Effects on melee hit: * 35% chance to daze at end of turn Changes stats: +5 Cun Changes resistances penetration: +15% lightning / +15% physical Maximum encumbrance: +45 Physical save: +14 (+5 eff.) Mental save: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Ce&Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Defense: +16 (+8 eff.) Ranged Defense: +16 (+7 eff.) Fatigue: +4% Damage when hit (Melee): 16 physical Changes stats: +10 Str / +6 Wil / +17 Con Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% physical Changes damage: +10% physical Maximum life: +20.00 Mindpower: +9 (+3 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Chamokhad the Phlegmmaster (25 def, 17 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Defense: +25 (+13 eff.) Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +3% temporal Changes damage: +9% nature / +10% physical Physical save: +20 (+7 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Life regen: +4.80 Infravision radius: +3 Healing mod.: +26% 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& |
Chyzor the pair of voratun boots (18 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +18 (+9 eff.) Ranged Defense: +20 (+8 eff.) Fatigue: -6% Changes resistances: +30% temporal / +29% darkness / +12% light Changes resistances penetration: +18% temporal / +17% darkness / +15% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Blindness immunity: +5% Disarm immunity: +5% Spellpower: +4 (+1 eff.) Defense after a teleport: +25 Resist all after a teleport: +20% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Daymarrow (25 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +25 (+13 eff.) Fatigue: +4% Changes stats: +2 Wil / +6 Mag Changes resistances: +14% acid / +6% light / +15% cold / +15% fire / +6% nature / +12% lightning Changes damage: +3% light Spell save: +8 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.16 Spellpower: +6 (+1 eff.) Lowers spell cool-downs by: 10% Mindpower: +4 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Earthreign (22 def, 25 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Defense: +22 (+11 eff.) Fatigue: +4% Damage when hit (Melee): 16 mind Changes resistances: +30% acid / +44% fire / +30% lightning / +40% cold Changes resistances penetration: +20% nature Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Eclipsecrack the pair of voratun boots (0 def, 22 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +22 Fatigue: +4% Damage when hit (Melee): 16 darkness Changes stats: +6 Str / +8 Con Changes resistances: +3% cold / +5% arcane / +3% nature Changes resistances penetration: +15% physical Physical save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +10% Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Eilinamira the pair of voratun boots (25 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +25 (+13 eff.) Fatigue: -6% Damage when hit (Melee): 12 acid / 8 blight Changes stats: +1 Mag Changes resistances: +3% blight / +29% temporal / +30% darkness / +15% acid Changes resistances penetration: +16% darkness / +20% temporal Critical mult.: +5.00% Maximum encumbrance: +46 Physical save: +15 (+5 eff.) Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% Activating this item is instant. 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 and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Elenaduhor the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -16% Changes stats: +8 Mag / +6 Wil Changes resistances penetration: +13% physical Maximum encumbrance: +43 Physical save: +14 (+5 eff.) Stamina each turn: +0.90 Mana each turn: +0.60 Mana when firing critical spell: +4.00 Maximum life: +50.00 Maximum mana: +169.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Movement speed: +10% Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Elurin the pair of voratun boots (20 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Defense: +20 (+10 eff.) Fatigue: +4% Changes stats: +3 Dex / +6 Cun / +6 Con Changes resistances: +13% lightning / +15% temporal / +12% fire / +15% cold Changes resistances penetration: +5% physical Physical save: +25 (+9 eff.) Mental save: +24 (+8 eff.) Life regen: +0.40 Stamina each turn: +0.20 Only die when reaching: -40.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Ereluthel (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -14% Effects on melee hit: * 23% chance to disease Changes stats: +10 Str / +7 Con Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +10% mind Changes damage: +6% mind / +10% physical Maximum encumbrance: +50 Physical save: +14 (+5 eff.) Stamina each turn: +1.90 Maximum life: +60.00 Maximum stamina: +40.00 Movement speed: +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& |
Galudendil the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Wil / +6 Cun / +6 Con Changes resistances: +9% temporal Changes resistances penetration: +30% physical Physical save: +20 (+7 eff.) Mental save: +22 (+7 eff.) Stamina each turn: +1.30 Hate when firing a critical mind attack: +3.00 Maximum stamina: +27.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Glarewilter (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -29% Damage when hit (Melee): 12 light Changes damage: +6% light / +9% fire Maximum encumbrance: +93 Physical save: +29 (+10 eff.) Life regen: +5.20 See invisible: +9 Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Guna (0 def, 15 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes stats: +3 Str / +5 Mag / +15 Wil / +5 Cun / +17 Con Changes resistances penetration: +19% physical Physical save: +47 (+16 eff.) Mental save: +21 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spell crit. chance: +2% Mindpower: +17 (+6 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Gynaritir (25 def, 17 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Defense: +25 (+13 eff.) Fatigue: +4% Changes stats: +3 Str / +5 Dex / +6 Mag / +1 Wil / +8 Cun / +6 Con Physical save: +25 (+9 eff.) Spell save: +8 (+2 eff.) Mental save: +25 (+8 eff.) Equilibrium when hit: +0.08 Only die when reaching: -40.00 life Lowers spell cool-downs by: 10% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Harakalthomadar the Arcgrit (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 20 arcane Changes stats: +11 Cun / +12 Con Changes resistances: +8% acid / +15% cold / +15% fire / +5% arcane / +21% lightning Changes resistances penetration: +5% arcane Physical save: +50 (+17 eff.) Mental save: +44 (+15 eff.) Life regen: +4.10 Healing mod.: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Hathukalthodin the pair of voratun boots (0 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -6% Changes stats: +6 Wil / +6 Cun / +12 Con Changes resistances: +14% fire / +3% light / +15% cold Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Physical save: +23 (+8 eff.) Mental save: +34 (+11 eff.) Disease immunity: +5% Cut immunity: +10% Stamina each turn: +0.90 Maximum life: +60.00 Mindpower: +9 (+3 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Hurarolach the Phoenixstun (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to disease Damage when hit (Melee): 12 blight Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +15% blight / +14% physical Changes damage: +12% temporal / +9% fire Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Life regen: +5.50 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Isowen (22 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +13 Physical crit. chance: +10.0% Physical power: +11 (+3 eff.) Armour: +5 Defense: +22 (+11 eff.) Ranged Defense: +20 (+8 eff.) Fatigue: +4% Changes stats: +2 Con Spell save: +6 (+2 eff.) Silence immunity: +64% Confusion immunity: +50% Stun/Freeze immunity: +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Jet&Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Wil Changes resistances: +12% lightning / +12% temporal Changes resistances penetration: +25% arcane / +5% blight Physical save: +13 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +2.10 Mana when firing critical spell: +4.00 Maximum life: +60.00 Maximum stamina: +40.00 Spell crit. chance: +1% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Kelin the Duskrupture (9 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +9 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +4% Damage when hit (Melee): 8 acid Changes resistances: +9% acid Changes resistances penetration: +29% acid Changes damage: +6% acid / +12% mind / +3% darkness Spellpower: +12 (+3 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Lustrebreak the pair of voratun boots (10 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to disease Changes stats: +16 Mag Changes resistances: +15% light Changes resistances penetration: +10% temporal Changes damage: +10% acid / +12% temporal / +6% light / +10% blight Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Spell save: +8 (+2 eff.) Disease immunity: +50% Spellpower: +9 (+2 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Murkmire (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -16% Damage when hit (Melee): 8 nature / 12 temporal Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +20% nature / +5% temporal Changes damage: +12% nature / +6% arcane Maximum encumbrance: +45 Physical save: +15 (+5 eff.) Stamina each turn: +0.60 Maximum life: +60.00 Movement speed: +30% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Murkrace the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -4% Changes stats: +8 Mag / +4 Wil / +3 Con Changes resistances penetration: +5% darkness Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Maximum encumbrance: +35 Physical save: +15 (+5 eff.) Spellpower: +6 (+1 eff.) Infravision radius: +3 See invisible: +9 It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Polatira the Prismbearer (0 def, 25 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Fatigue: +4% Changes resistances: +15% fire / +6% light / +12% cold Spell save: +19 (+6 eff.) Silence immunity: +50% Confusion immunity: +39% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Infravision radius: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Porariamira the Lightfame (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -6% Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +10 Str / +6 Wil / +14 Con Changes resistances: +9% mind / +6% light Changes resistances penetration: +20% mind / +25% physical Changes damage: +12% light / +10% physical Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Mindpower: +9 (+3 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 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& |
Pyrequarry (10 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: -16% Damage when hit (Melee): 16 mind Changes resistances: +27% darkness / +30% temporal Changes resistances penetration: +15% arcane / +19% temporal / +20% darkness / +10% fire Changes damage: +3% fire / +6% arcane / +12% mind Maximum encumbrance: +49 Physical save: +14 (+5 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Defense after a teleport: +27 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Radhumas the Sootsmasher (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 12 darkness Changes stats: +4 Cun / +4 Dex Changes resistances: +15% lightning / +15% temporal / +9% acid Changes resistances penetration: +5% lightning / +5% darkness Changes damage: +9% acid Maximum encumbrance: +40 Physical save: +15 (+5 eff.) Life regen: +4.80 Healing mod.: +26% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Shinebiter (20 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+10 eff.) Ranged Defense: +19 (+8 eff.) Fatigue: -6% Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 8 mind Changes stats: +1 Cun Maximum encumbrance: +47 Physical save: +14 (+5 eff.) Maximum hate: +2.00 Spellpower: +6 (+1 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Torchtaint (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 fire Changes stats: +14 Str / +14 Con Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +29% temporal Changes damage: +6% fire / +10% physical Physical save: +14 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +1.20 Maximum stamina: +39.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 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& |
Unlightclash the pair of voratun boots (20 def, 17 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Defense: +20 (+10 eff.) Ranged Defense: +20 (+8 eff.) Fatigue: +4% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% acid / +24% fire / +24% cold Spell save: +10 (+3 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Woesnake the pair of voratun boots (25 def, 15 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +25 (+13 eff.) Fatigue: -6% Changes stats: +4 Str / +3 Dex / +3 Cun / +4 Con Changes resistances: +3% darkness Changes damage: +9% darkness Maximum encumbrance: +50 Physical save: +13 (+5 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 Mindpower: +2 (+1 eff.) Light radius: +3 Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Xuvea the pair of voratun boots (10 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +4% Changes stats: +4 Str / +3 Dex / +3 Mag / +13 Wil / +13 Con Changes resistances penetration: +19% physical Reduces incoming crit damage: 17.00% Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Mindpower: +17 (+6 eff.) Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (0 def, 18 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +18 Fatigue: -16% Changes stats: +6 Wil Changes resistances: +15% fire / +15% cold Maximum encumbrance: +50 Physical save: +29 (+10 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Maximum psi: +20.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (25 def, 15 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +25 (+13 eff.) Fatigue: +4% Changes resistances: +3% lightning / +6% temporal / +24% fire / +3% nature / +15% cold Changes damage: +9% blight Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +5% Spell crit. chance: +2% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 47% chance to gain 10% of a turn (3/turn limit) * 15% chance to blind Changes stats: +4 Wil / +7 Mag Changes resistances: +15% fire / +15% cold Changes damage: +6% nature Spell save: +5 (+1 eff.) Lowers spell cool-downs by: 10% Light radius: +3 Movement speed: +20% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +6 Wil / +6 Cun / +12 Con Changes resistances: +15% mind Changes resistances penetration: +5% light / +25% physical Changes damage: +12% lightning / +6% light / +6% mind Physical save: +25 (+9 eff.) Mental save: +24 (+8 eff.) Spellpower: +6 (+1 eff.) Mindpower: +9 (+3 eff.) Light radius: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (10 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +10 Str / +3 Dex / +3 Mag / +6 Cun / +9 Con Changes damage: +12% blight / +10% physical Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Psi when hit: +0.12 Spell crit. chance: +8% Mindpower: +4 (+1 eff.) Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (60 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +60 (+26 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +4% Changes resistances: +6% cold / +5% arcane / +12% temporal Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +33 (+11 eff.) Silence immunity: +15% Knockback immunity: +15% Only die when reaching: -40.00 life Activating this item is instant. 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 and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (10 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Mag Changes resistances: +33% fire / +12% cold Changes resistances penetration: +5% lightning / +5% fire / +10% darkness Changes damage: +6% fire Physical save: +14 (+5 eff.) Spell save: +22 (+7 eff.) Mental save: +15 (+5 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +5 Wil / +8 Con Changes resistances: +30% lightning / +10% temporal / +17% mind Changes resistances penetration: +9% physical Changes damage: +6% blight Maximum encumbrance: +50 Physical save: +14 (+5 eff.) Mindpower: +9 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (20 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+10 eff.) Ranged Defense: +17 (+7 eff.) Fatigue: +4% Changes stats: +3 Dex / +5 Mag / +5 Wil / +4 Cun Changes resistances: +9% lightning Changes resistances penetration: +25% lightning Mental save: +12 (+4 eff.) Mana each turn: +0.51 Maximum mana: +60.00 Spell crit. chance: +5% Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (0 def, 17 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +17 Fatigue: -6% Changes stats: +2 Str Changes resistances: +11% acid / +15% fire / +12% lightning / +15% cold Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Blindness immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +10% Life regen: +0.80 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (24 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 (+12 eff.) Fatigue: +4% Changes stats: +6 Mag Changes resistances penetration: +5% temporal Changes damage: +12% arcane Spell save: +6 (+2 eff.) Mana each turn: +0.12 Maximum mana: +60.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Lowers spell cool-downs by: 10% Damage Shield penetration: +40% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of voratun boots &039; (0 def, 31 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Armour: +31 Fatigue: +4% Changes resistances: +5% arcane / +6% temporal Mental save: +10 (+3 eff.) Knockback immunity: +15% Infravision radius: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By The Adventures of VaultBo the Cornac Adventurer level 50
7th Dusk 122nd year of Ascendancy at 19:09 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By The Adventures of VaultBo the Cornac Adventurer level 50
6th Dusk 122nd year of Ascendancy at 06:00 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By The Adventures of VaultBo the Cornac Adventurer level 50
19th Haze 122nd year of Ascendancy at 15:46 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By The Adventures of VaultBo the Cornac Adventurer level 50
15th Haze 122nd year of Ascendancy at 21:56 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By The Adventures of VaultBo the Cornac Adventurer level 50
13rd Haze 122nd year of Ascendancy at 14:49 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By The Adventures of VaultBo the Cornac Adventurer level 1
76th Pyre 122nd year of Ascendancy at 07:53 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By The Adventures of VaultBo the Cornac Adventurer level 50
19th Haze 122nd year of Ascendancy at 16:15 see stats
Level 10 (Roguelike)
Got a character to level 10.By The Adventures of VaultBo the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 09:22 see stats
Level 20 (Roguelike)
Got a character to level 20.By The Adventures of VaultBo the Cornac Adventurer level 20
3rd Mirth 122nd year of Ascendancy at 09:22 see stats
Level 30 (Roguelike)
Got a character to level 30.By The Adventures of VaultBo the Cornac Adventurer level 30
3rd Mirth 122nd year of Ascendancy at 09:22 see stats
Level 40 (Roguelike)
Got a character to level 40.By The Adventures of VaultBo the Cornac Adventurer level 40
3rd Mirth 122nd year of Ascendancy at 09:22 see stats
Level 50 (Roguelike)
Got a character to level 50.By The Adventures of VaultBo the Cornac Adventurer level 50
3rd Mirth 122nd year of Ascendancy at 09:22 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By The Adventures of VaultBo the Cornac Adventurer level 50
4th Dusk 122nd year of Ascendancy at 01:42 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By The Adventures of VaultBo the Cornac Adventurer level 50
7th Haze 122nd year of Ascendancy at 08:26 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By The Adventures of VaultBo the Cornac Adventurer level 50
4th Dusk 122nd year of Ascendancy at 01:42 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By The Adventures of VaultBo the Cornac Adventurer level 50
4th Dusk 122nd year of Ascendancy at 01:42 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By The Adventures of VaultBo the Cornac Adventurer level 50
13rd Haze 122nd year of Ascendancy at 15:08 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By The Adventures of VaultBo the Cornac Adventurer level 50
4th Dusk 122nd year of Ascendancy at 01:42 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By The Adventures of VaultBo the Cornac Adventurer level 50
14th Dusk 122nd year of Ascendancy at 00:08 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By The Adventures of VaultBo the Cornac Adventurer level 1
76th Pyre 122nd year of Ascendancy at 07:53 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By The Adventures of VaultBo the Cornac Adventurer level 1
76th Pyre 122nd year of Ascendancy at 07:53 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By The Adventures of VaultBo the Cornac Adventurer level 50
6th Dusk 122nd year of Ascendancy at 04:31 see stats
Log
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