











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Crystalist 1.5.6 Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Verdant Class Pack 1.5.10Content 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: 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:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. FlexSpec Respec Limitation Relaxer 1.5.5SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Demon Seeds Stack 1.5.10Allows the demon seed effect to stack multiple times. QuickTome: Resource Tweaks 1.3.1 Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Doctornull's Class Pack 1.5.10This 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. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Forbidden Cults 1.5.9Official Expansion!Zephyr 1.5.8 Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. 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. Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. 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. 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. 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: QuickTome: Improved Recall 1.5.10Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Tweaked Arcane Aether 1.5.2Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). Bone Shield Tweak 1.5.5 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 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Inferno Race Pack 1.4.0Adds a collection of my races. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; 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. Now You See Me... 1.5.10Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict Additional Randart Properties 1.5.10 The Enforcer 1.5.10Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes. Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 . 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.
Quick Drown NPCs AOE 1.5.10 Harbinger 1.5.6 Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 44 / 65% |
| Size | huge |
| Lifes / Deaths | Killed by luminous horror at level 19 on the 3rd Summertide 122nd year of Ascendancy at 08:05 2 / 5Killed by luminous horror at level 19 on the 3rd Summertide 122nd year of Ascendancy at 12:47 Killed by Eilinathra the large white snake at level 31 on the 78th Dusk 122nd year of Ascendancy at 17:58 Killed by Yvyyamira the corrupted dendritic hemospinner at level 37 on the 7th Haze 122nd year of Ascendancy at 21:26 Killed by Lisuwen the corrupted acidic digestor at level 38 on the 8th Haze 122nd year of Ascendancy at 18:43 |
Primary Stats
| Strength | 135 (base 51) |
| Dexterity | 35 (base 12) |
| Constitution | 23 (base 12) |
| Magic | 66 (base 60) |
| Willpower | 74 (base 60) |
| Cunning | 79 (base 60) |
Resources
| Mana | 388/388 |
| Life | 1426/1426 |
| Paradox | 300 |
| Psi | 154/154 |
| Vim | 254/254 |
| Steam | 100/100 |
| Positive | 169/169 |
| Stamina | 256/256 |
| Equilibrium | 25 |
| Healing Factor | 1.7210362694301 |
| Regeneration | 13.338031088083 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | -3.9412917374193E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 64.061745537333 |
| See Invisible | 64.061745537333 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 243 |
| Accuracy | 63 |
| Crit Chance | 40% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 115 |
| Accuracy | 63 |
| Crit Chance | 39% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Lightning | +32% |
| Mind | +11% |
| Darkness | +15% |
| Physical | +65% |
| Fire | +17% |
| All | +0% |
Offense: Damage Penetration
| Acid | +10% |
| Lightning | +28% |
| Nature | +10% |
| Physical | +50% |
| Mind | +5% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 146.82052064047 (91%) |
| Defense | 45 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 59 |
| Mental Save | 66 |
Defense: Resistances
| Blight | 32%( 70%) |
| Physical | 70%( 70%) |
| Mind | 29%( 70%) |
| All | 10%( 70%) |
| Lightning | 30%( 70%) |
| Light | 23%( 70%) |
| Temporal | 34%( 70%) |
| Cold | 28%( 70%) |
| Darkness | 31%( 70%) |
| Fire | 40%( 70%) |
| Nature | 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 20% |
| Confusion Resistance | 100% |
| Silence Resistance | 32% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/6)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 441% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 509 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Symbiant | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Frost | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Living paradox | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Thunder | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Written in the Stars | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Chronophage | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stoneshield | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mage warden | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield tactics | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Force | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Mana alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Restoration | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Arcane veteran | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Wild magic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Shield |
| talent | Arcane Combat |
| talent | Mana Focus |
| talent | Arcane Shield |
| talent | Weapon Folding |
| talent | Jinxed Touch |
| talent | Shield Wall |
| talent | Arcane Feed |
| talent | Hardened Core |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Shield of Light |
| talent | Paradox Armour |
| talent | Elemental Stance |
| talent | Arcane Armor |
| talent | Spellsword Combat |
| talent | Energy Decomposition |
| talent | Shielding |
| talent | Arcane Stamina |
| talent | Atrophy |
| talent | Augmentation |
| talent | Reality Smearing |
| talent | Rime |
| talent | Symbiosis |
| talent | Shards |
| talent | Earth Stance |
| talent | Elemental Destruction |
| beneficial effect | The target is surrounded by a magical shield, absorbing 964/964 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by Dance Macabre. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
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 have explored the Maze and vanquished the Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed xorn fragment. The Brotherhood of Alchemists* &039; * &039;ve lost a number of adventurers to this one, but I&039;ll be fine.&WHITELIGHT_GREEN039;ve found the needed naga tongue. * You&WHITESLATE039;Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.&WHITELIGHT_GREEN039;ve found the needed green worm. * &039; * You&WHITESLATE039;Needed: one hummerhorn wing. If you&039;re like wasps, only gigantic and lethal.&WHITELIGHT_GREEN039;ve found the needed red crystal shard. * You& | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Delirandur the elven-wood magestaff (40-48 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 40.0 - 48.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +7 Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Battle Shout (5% chance level 2). Damage Shield penetration (this weapon only): +20% Damage (Melee): +15 physical When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +10.0% Defense: +20 (+6 eff.) Effects on melee hit: * 12% chance to blind Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +40% physical Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 83.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic drakeskin leather gloves of sorrow (0 def, 8 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 24% chance to cause random gloom Damage (Melee): 30 mind / 32 darkness Mental save: +5 (+1 eff.) Maximum life: +71.00 Mindpower: +8 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | bright dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% light Changes damage: +15% darkness Damage affinity(heal): +5% darkness Light radius: +9 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 221.07 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Barktreason (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 12 nature / 4 blight Changes stats: +2 Wil Changes resistances: +22% lightning / +11% mind Changes damage: +15% lightning / +11% mind Spell save: +33 (+9 eff.) Life regen: +2.60 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
| On feet | pair of drakeskin leather boots &039; (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +12 Cun / +11 Con Changes resistances: +3% nature Physical save: +50 (+12 eff.) Mental save: +41 (+10 eff.) Silence immunity: +32% Confusion immunity: +50% Stun/Freeze immunity: +50% Talent on hit(mindpower): Distortion Bolt (5% chance level 1). Talent on hit(mindpower): Flamespit (5% chance level 1). A pair of boots made of leather. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Turaldil the ArcrigorRequires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 34% chance to corrode armour by 30% * Slows global speed by 34% Damage (Melee): 20 acid Changes resistances penetration: +28% lightning / +10% nature / +10% acid Changes damage: +12% acid / +9% lightning Stun/Freeze immunity: +26% Life regen: +1.60 Rings can have magical properties. |
| On fingers | voratun ring &039;Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Changes resistances: +34% fire Changes damage: +17% fire Mental save: +15 (+4 eff.) Confusion immunity: +44% Life regen: +2.40 Maximum life: +110.00 Movement speed: +20% Healing mod.: +27% Rings can have magical properties. |
| Around neck | Betinne the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +4 Wil Physical save: +21 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.12 Damage Shield penetration: +20% Amulets can have magical properties. |
| In main hand | voratun shield of earthen fury (12 def, 11 armour, 72-86.4 power, 203.5 block)Requires: - Strength 41 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Enchantment: Weapon 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +7 Crit. chance: +5.0% Block value: +204 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +11 Armour Hardiness: +5% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +13% physical Talent granted: +5 Block Handheld deflection devices. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | flaming stralite shield of earthen fury (10 def, 11 armour, 52.5-63 power, 135.5 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Enchantment: Weapon 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +7 Crit. chance: +4.5% Block value: +136 On weapon hit: * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +13 fire When wielded/worn: Armour: +11 Armour Hardiness: +6% Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 15 fire Changes resistances: +13% physical Talent granted: +4 Block Handheld deflection devices. |
| Cloak | Cyrobeth (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +27% temporal / +24% darkness / +1% all Critical mult.: +30.00% Stealth bonus: +13 Spell save: +3 (+1 eff.) Disease immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +5% Maximum hate: +11.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +26% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable voratun mail armour of clarity (5 def, 21 armour)Requires: - Strength 36 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+1 eff.) Fatigue: +10% Changes resistances: +7% mind Mental save: +14 (+4 eff.) A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 282)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 282 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 836 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 836 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
gold amulet &039;Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 8 arcane / 7 light / 5 darkness Effects when hit in melee: * 10% chance to inflict 15% damage reduction * 10% chance to blind Changes stats: +4 Str / +2 Dex / +8 Mag Changes damage: +5% temporal / +4% physical / +13% darkness / +13% light Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Amulets can have magical properties. |
Aroharasta the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Armour Hardiness: +10% Damage (Melee): 12 blight Changes stats: +1 Str Changes resistances: +3% lightning Changes damage: +9% physical Physical save: +21 (+5 eff.) Spell save: +22 (+6 eff.) Mental save: +21 (+5 eff.) Blindness immunity: +34% Disarm immunity: +5% Maximum life: +20.00 Maximum vim: +10.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spell crit. chance: +3% Infravision radius: +6 Sight radius: +2 See invisible: +13 Combat speed: +10% Amulets can have magical properties. |
Duvubers the MoldreevePowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +2 Physical power: +2 (+0 eff.) Armour: +6 Defense: +17 (+5 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +17 Lck / +5 Con Changes damage: +13% blight / +13% fire / +9% nature Critical mult.: +18.00% Blindness immunity: +32% Life regen: +0.40 Spellpower: +13 (+3 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +13 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Satyrquell the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Fatigue: -10% Damage (Melee): 4 nature Changes stats: +19 Dex / +10 Cun / +7 Con Changes resistances: +6% blight / +6% temporal / +18% arcane Changes damage: +10% physical Life regen: +1.50 Stamina each turn: +1.20 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
voratun amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Physical crit. chance: +4.0% Fatigue: -9% Changes stats: +10 Dex / +10 Cun / +9 Con Changes resistances: +6% temporal / +3% nature / +15% light Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +19.00% Blindness immunity: +40% Life regen: +1.50 Stamina each turn: +1.40 Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +10% Amulets can have magical properties. |
Ebonyquench the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 42% chance to inflict 15% damage reduction * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 28 temporal Changes resistances: +24% nature Changes resistances penetration: +25% arcane / +10% temporal Changes damage: +12% nature Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% Rings can have magical properties. |
titan&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% mind Changes damage: +13% mind Physical save: +10 (+2 eff.) Rings can have magical properties. |
stralite ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 20 mind Changes stats: +2 Wil Changes resistances: +31% nature / +13% blight Changes damage: +6% arcane Mental save: +40 (+10 eff.) Poison immunity: +26% Disease immunity: +17% Spellpower on spell critical (stacks up to 3 times): +4 Psi per kill: +6.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +6 (+1 eff.) Rings can have magical properties. |
Gona the GlimmerresolveInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Damage when hit (Melee): 16 light Changes stats: +6 Con Changes resistances: +3% acid / +9% temporal / +40% nature / +9% light Changes resistances penetration: +5% acid / +5% temporal / +5% light Changes damage: +20% nature / +8% all Spell save: +20 (+5 eff.) Maximum stamina: +40.00 Spellpower: +20 (+5 eff.) Mindpower: +12 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Infernohue 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: +15 (+4 eff.) Damage (Melee): 8 fire Changes stats: +10 Dex / +7 Wil / +18 Cun Changes resistances: +40% acid / +6% mind / +6% blight Changes resistances penetration: +25% mind / +10% fire Changes damage: +20% acid / +12% fire / +6% mind Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Bleakstun (42-50.4 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness Burst (radius 2) on crit: +12 fire When wielded/worn: Damage (Melee): 4 mind / 28 fire Changes stats: +3 Cun Changes resistances penetration: +15% darkness Changes damage: +42% arcane / +6% darkness Talent granted: +1 Command Staff Critical mult.: +49.00% Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +3.00 Spellpower: +37 (+9 eff.) Spell crit. chance: +5% Mental crit. chance: +2% See invisible: +20 It can be used to conjure elemental energy in a radius 10 cone, dealing 118.38 to 142.06 arcane damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Layudhekira the dragonbone magestaff (30-36 power, 6 apr, cold 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 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes resistances: +9% cold / +9% darkness / +3% nature Changes damage: +30% cold Talent granted: +1 Command Staff Spell save: +16 (+4 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +5% Knockback immunity: +10% Teleport immunity: +25% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +35 (+8 eff.) Spell crit. chance: +5% Healing mod.: +23% It can be used to conjure elemental energy in a radius 10 cone, dealing 105.60 to 126.72 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Nightbreeze of the Blightspawn (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Mindlash (5% chance level 2). Damage (Melee): +17 temporal When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 4 physical Changes stats: +8 Str / +2 Mag / +8 Cun / +7 Con Changes resistances: +15% darkness / +15% temporal Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +30.00% Mental save: +3 (+1 eff.) Vim when firing critical spell: +7.00 Maximum psi: +40.00 Maximum vim: +46.00 Maximum neg.energy: +47.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +34 Resist all after a teleport: +25% New effects duration reduction after a teleport: +35% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
Scaldripper the dragonbone starstaff (36-43.2 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 36.0 - 43.2 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Dust to Dust (5% chance level 2). When this weapon hits: Rethread (5% chance level 1). Burst (radius 2) on crit: +12 blight / +4 fire When wielded/worn: Defense: +25 (+8 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +3 Wil Changes damage: +36% darkness Talent granted: +1 Command Staff Physical save: +15 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Maximum vim: +20.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +13% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
Yaroyatir (42-50.4 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 46% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 arcane When wielded/worn: Damage (Melee): 4 temporal Changes resistances: +3% arcane Changes resistances penetration: +10% temporal Changes damage: +42% lightning Talent granted: +1 Command Staff Mana each turn: +0.35 Maximum mana: +77.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +5% Casting speed: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff &039; (42-50.4 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Juggernaut (5% chance level 1). When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +25 (+8 eff.) Effects on melee hit: * Slows global speed by 34% Damage (Melee): 12 % chance of confusion Changes stats: +6 Mag / +5 Wil Changes damage: +42% arcane / +3% nature Talent granted: +1 Command Staff Physical save: +3 (+0 eff.) Maximum mana: +110.00 Spellpower: +40 (+9 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of war (50-60 power, 6 apr, temporal 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: 50.0 - 60.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 physical When wielded/worn: Accuracy: +18 (+5 eff.) Physical crit. chance: +13.0% Damage (Melee): 35 fire Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +25 (+6 eff.) Spell crit. chance: +5% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. |
Flashpeal the stralite greatmaul (57-85.5 power, 3 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30% chance to corrode armour by 30% * 20% chance to torment the target Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage (Melee): 4 light Changes resistances: +3% darkness / +13% all Changes resistances penetration: +13% acid / +12% mind / +17% darkness / +13% nature Life regen: +2.00 Light radius: +2 Massive two-handed mauls. |
Champion&Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 165% Mag, 20% Con Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 72 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 27 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Prismkin (40-56 power, 5 apr)Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +16 mind When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Cun / +9 Wil Changes damage: +6% mind Psi per kill: +4.00 Sharp, long, and deadly. |
Twilight&Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Jetpeal of the Blightspawn (19-26.6 power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 111% When this weapon hits: Netherblast (20% chance level 3). When this weapon hits: Curse of Defenselessness (10% chance level 2). On weapon hit: * 25% chance to put talents on cooldown Lifesteal (this weapon only): +3% Damage (Melee): +14 nature / +14 temporal When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +5 Dex Changes resistances penetration: +15% blight / +10% darkness Grants telepathy: Dragon Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Talent on hit(spell): Netherblast (20% chance level 3). One-handed war axes. |
Airbearer (39.5-55.3 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 55% chance to daze at end of turn * 40% chance to blind Burst (radius 1) on hit: +15 fire Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +15 Damage when hit (Melee): 12 lightning Changes stats: +7 Dex Changes resistances: +3% blight Changes resistances penetration: +14% physical Changes damage: +3% blight / +3% lightning Light radius: +4 One-handed war axes. |
Lightspiker the voratun waraxe (40-56 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 11% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +8 arcane Burst (radius 2) on crit: +8 light / +12 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +28.0% Damage (Melee): 8 arcane Changes resistances: +6% nature Changes resistances penetration: +10% light Changes damage: +6% light Critical mult.: +20.00% One-handed war axes. |
Morningpython (39-54.6 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Agony (10% chance level 3). On weapon hit: * 19% chance to inflict 15% damage reduction * 20% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +7 Str Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +3% arcane / +15% physical Stamina when hit: +1.80 One-handed war axes. |
Urthoyagen the Infernoterror (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 95% Mag, 27% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 53% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +43 insidious poison Burst (radius 1) on hit: +4 blight / +8 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% acid / +6% fire / +8% all Changes resistances penetration: +12% nature Changes damage: +6% acid / +9% blight Sharp, short and deadly. |
voratun dagger &039; (37.5-48.75 power, 9 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 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 95% Mag, 27% Cun Damage type: Nature Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +16 blight Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +12 (+4 eff.) Damage (Melee): 12 mind Damage when hit (Melee): 8 nature Changes resistances: +6% nature Changes resistances penetration: +5% mind Changes damage: +3% nature / +9% mind Disease immunity: +24% Disarm immunity: +40% Movement speed: +10% Sharp, short and deadly. |
Noonstrike the vined mindstar (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar calls for a summoner. This mindstar will resonate with other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 blight Burst (radius 2) on crit: +4 light When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +7% lightning / +6% blight / +3% light / +4% mind Changes resistances penetration: +4% acid / +4% physical / +6% lightning / +2% fire / +4% mind / +3% cold Changes damage: +8% acid / +5% physical / +6% lightning / +8% fire / +4% mind / +8% cold Psi when hit: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +8% 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. |
Betholle the living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. The natural wyrm seeks an element. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +10% Damage when hit (Melee): 10 lightning / 10 physical / 10 fire / 9 acid / 9 cold Changes resistances: +8% lightning / +13% physical / +10% cold / +9% fire / +6% mind / +10% acid Changes resistances penetration: +5% blight Changes damage: +10% acid Teleport immunity: +5% Equilibrium when hit: +2.50 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Mindpower: +21 (+5 eff.) Mental crit. chance: +11% 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. |
Darkbait of the BlightspawnRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Spatial Tether (10% chance level 1). On weapon hit: * 26% chance to corrode armour by 30% When wielded/worn: Accuracy: +40 (+10 eff.) Physical crit. chance: +16.0% Changes stats: +6 Dex / -6 Cun / +1 Con Changes resistances: +6% arcane Changes resistances penetration: +20% acid Changes damage: +3% blight Spell save: +3 (+1 eff.) Life regen: +4.00 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +20% Longbows are used to shoot arrows at your foes. |
Lisida the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shattering Shout (5% chance level 1). Damage (Ranged): +27 cold When wielded/worn: Armour: +23 Fatigue: -8% Ammo reloads per turn: +6 Changes stats: +11 Mag Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +23% cold / +53% physical / +12% temporal Changes damage: +15% temporal / +52% physical Talent mastery: +0.30 Chronomancy / Bow Threading Infravision radius: +1 See invisible: +6 Defense after a teleport: +5 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
SwampwreathRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 On weapon hit: * 20% chance to cause random gloom Travel speed: +800% Damage (Ranged): +20 acid blind Burst (radius 2) on crit: +2 mind Attacks use: 2.0 Steam When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +7 Str Changes resistances: +12% mind Changes resistances penetration: +13% acid / +15% nature Changes damage: +6% nature / +21% arcane Life regen: +2.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cyralle the Obsidianminister (20/46, 95-133 power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 95.0 - 133.0 Uses stats: 40% Wil, 100% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +5.0% Capacity: 46 Turns elapse between self-loadings: 0 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +32 darkness / +20 physical Burst (radius 1) on hit: +16 mind When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 110% Mag, 42% Cun Damage type: Temporal darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Searreaper (23/23, 54-64.8 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 40% Wil, 92% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 When this weapon hits: Distortion Bolt (10% chance level 2). On weapon hit: * Slows global speed by 20% * disrupts spell-casting * 10% chance to create an air burst * leeches stamina from the target Travel speed: +200% Damage (Ranged): +12 fire / +20 mind Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
pouch of voratun shots &039; (21/21, 56-67.2 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 40% Wil, 92% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 53% chance to corrode armour by 30% * 20% chance to curse the target Damage (Ranged): +28 acid / +45 darkness / +32 blight / +16 cold / +4 arcane Burst (radius 1) on hit: +12 acid Damage against: +15% Living Shots are used with slings to pummel your foes to death. |
Mossy Shell Section (-80 def, 40 armour, 75-105 power, 310 block) Mossy Shell Section (-80 def, 40 armour, 75-105 power, 310 block)Requires: - Willpower 35 - Strength 35 - Constitution 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 75.0 - 105.0 Uses stats: 110% Wil, 120% Mag, 70% Con Damage type: Nature Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +310 Damage (Melee): +40 nature / +40 acid When wielded/worn: Armour: +40 Defense: -80 (-45 eff.) Fatigue: +12% Changes resistances: +35% acid / +45% nature Talent granted: +4 Block Maximum air capacity: +125.00 Special effect on block: A large wave of slowing slime will fire out from the shield. Slamming this thing into your opponent&039;t ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. |
impervious voratun shield of crushing (12 def, 13 armour, 79-94.8 power, 279.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.0 - 94.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +280 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +13 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +7 Con Talent granted: +5 Block Physical save: +14 (+3 eff.) Handheld deflection devices. |
Robe of the Worm of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +7% all Spellpower: +11 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Turtleneck (-15 def, 50 armour) Turtleneck (-15 def, 50 armour)Requires: - Constitution 18 3.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +50 Defense: -15 (-5 eff.) Fatigue: +7% Changes resistances: +45% mind / +45% cold Physical save: +33 (+8 eff.) Spell save: +33 (+9 eff.) Mental save: +33 (+8 eff.) Confusion immunity: +75% It can be used to activate talent Dream Walk (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You move through the dream world, reappearing near the target location (2 teleport accuracy). If the target is a sleeping creature, you&ANTIQUE_WHITE039;s name, the TurtleNeck is made from 0% real turtles! Or so the granny who knitted it claimed. You feel sleepy when you wear it, and can see glimpses of the dreamworld. |
voratun plate armour &039; (18 def, 25 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +18 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +16% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +1 Dex Changes resistances: +22% acid / +9% temporal / +20% light / +9% nature / +30% fire / +6% arcane / +20% darkness Changes damage: +12% nature Physical save: +12 (+3 eff.) Silence immunity: +5% Teleport immunity: +10% A suit of armour made of metal plates. |
Bleakpyre of the BlightspawnPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage (Melee): 20 arcane Effects when hit in melee: * 37% chance to disease * 42% chance to inflict 15% damage reduction Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +11% blight Changes resistances penetration: +15% nature Reduced damage from: +45% Summoned Trap disarming bonus: +30 Stealth bonus: +15 Mana each turn: +0.12 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Maximum vim: +30.00 Spell crit. chance: +3% Infravision radius: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Isimira the Obsidianbile (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% Changes stats: +5 Str / +10 Mag / +4 Wil / +10 Con Changes resistances: +9% darkness Changes resistances penetration: +20% darkness / +10% fire Changes damage: +12% fire / +6% mind / +10% physical Spell save: +7 (+2 eff.) Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Lowers spell cool-downs by: 10% Size category: +1 It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 23 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 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +1 Str / +6 Cun / +6 Con Changes resistances: +6% light / +3% mind / +3% darkness / +1% all Changes damage: +3% all Physical save: +23 (+5 eff.) Mental save: +25 (+6 eff.) Mana each turn: +0.04 Maximum vim: +10.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
temporal dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane / 13 temporal Damage (Ranged): 14 temporal Changes stats: +8 Mag / +8 Wil Changes resistances: +6% arcane / +11% temporal Changes damage: +7% temporal It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
mega tauntlets &039; (0 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Armour: +8 Damage when hit (Melee): 12 nature / 4 arcane Changes stats: +9 Dex / +6 Mag / +15 Cun Changes resistances: +10% light / +9% darkness / +6% arcane Changes damage: +6% blight Talent granted: +5 Block Critical mult.: +15.00% Mana each turn: +0.34 Spellpower: +22 (+5 eff.) Spell crit. chance: +10% Infravision radius: +1 Tauntlets behave like a shield, and allow you to block attacks. 106 block power. It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 90.85 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. A turtle shell fit with a simple strap. It covers the entire forearm. |
voratun gauntlets &039; (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Armour: +3 Effects when hit in melee: * 34% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +11 Dex / +4 Mag / +9 Cun / +6 Con Changes resistances: +3% cold Changes damage: +3% lightning Physical save: +30 (+7 eff.) Spell save: +26 (+7 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
6 nuummite 6 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
5 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+6 eff.) Changes damage: +6% all Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
4 geode 4 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
7 tiger& 7 tiger&0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+8 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+8 eff.) Changes damage: +8% all Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
3 kunzite 3 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
black pearl black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns This is all that& |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. Secondary Damage Type: Arcane + silence for 5 turns This crystal radiates the power of the Spellblaze itself. |
161 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable 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. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Shimmerwill the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +8 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +6% mind / +12% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+5 eff.) Blindness immunity: +20% Confusion immunity: +20% Knockback immunity: +35% Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +40 When carried: Talent granted: +1 Dig Talent on hit(mindpower): Flamespit (5% chance level 1). Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (1/1)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 23 power out of 25/25. 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 (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dance Macabre the Ogre Adventurer level 18
5th Mirth 122nd year of Ascendancy at 02:52 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Dance Macabre the Ogre Adventurer level 42
17th Haze 122nd year of Ascendancy at 03:25 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Dance Macabre the Ogre Adventurer level 38
8th Haze 122nd year of Ascendancy at 15:49 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dance Macabre the Ogre Adventurer level 20
1st Flare 122nd year of Ascendancy at 04:44 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Dance Macabre the Ogre Adventurer level 34
4th Haze 122nd year of Ascendancy at 14:15 see stats
Is that how it feels to be an escort quest?! (Madness (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Dance Macabre the Ogre Adventurer level 40
13rd Haze 122nd year of Ascendancy at 05:03 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Dance Macabre the Ogre Adventurer level 10
74th Pyre 122nd year of Ascendancy at 21:36 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Dance Macabre the Ogre Adventurer level 20
1st Flare 122nd year of Ascendancy at 03:35 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Dance Macabre the Ogre Adventurer level 30
77th Dusk 122nd year of Ascendancy at 11:20 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Dance Macabre the Ogre Adventurer level 40
12nd Haze 122nd year of Ascendancy at 11:22 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Dance Macabre the Ogre Adventurer level 35
4th Haze 122nd year of Ascendancy at 23:48 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Dance Macabre the Ogre Adventurer level 18
10th Mirth 122nd year of Ascendancy at 07:22 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dance Macabre the Ogre Adventurer level 39
9th Haze 122nd year of Ascendancy at 23:27 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Dance Macabre the Ogre Adventurer level 23
70th Dusk 122nd year of Ascendancy at 04:10 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Dance Macabre the Ogre Adventurer level 18
5th Mirth 122nd year of Ascendancy at 08:12 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Dance Macabre the Ogre Adventurer level 8
74th Pyre 122nd year of Ascendancy at 19:15 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Dance Macabre the Ogre Adventurer level 32
1st Time of Equilibrium 122nd year of Ascendancy at 12:50 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Dance Macabre the Ogre Adventurer level 18
2nd Summertide 122nd year of Ascendancy at 09:51 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Dance Macabre the Ogre Adventurer level 31
79th Dusk 122nd year of Ascendancy at 20:22 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Dance Macabre the Ogre Adventurer level 15
75th Pyre 122nd year of Ascendancy at 14:40 see stats
Log
Dance Macabre deactivates Symbiosis.
Dance Macabre deactivates Atrophy.
Dance Macabre deactivates Shielding.
Dance Macabre deactivates Elemental Stance.
Dance Macabre deactivates Hardened Core.
Dance Macabre deactivates Earth Stance.
Dance Macabre deactivates Elemental Destruction.
Dance Macabre activates Elemental Destruction.
Dance Macabre deactivates Shards.
Dance Macabre deactivates Arcane Feed.
Dance Macabre deactivates Shield of Light.
Dance Macabre deactivates Elemental Destruction.
Dance Macabre deactivates Arcane Combat.
Dance Macabre deactivates Rime.
The shield around Dance Macabre crumbles.
Dance Macabre deactivates Shield Wall.
Dance Macabre deactivates Shielding.
Dance Macabre deactivates Arcane Stamina.
Dance Macabre deactivates Weapon Folding.
Dance Macabre deactivates Reality Smearing.
Dance Macabre deactivates Arcane Shield.
Dance Macabre deactivates Mana Focus.
Dance Macabre deactivates Augmentation.
Dance Macabre deactivates Jinxed Touch.
Dance Macabre deactivates Energy Decomposition.
Dance Macabre deactivates Paradox Armour.
Dance Macabre deactivates Arcane Armor.
Dance Macabre deactivates Arcane Shield.
Dance Macabre deactivates Spellsword Combat.
Dance Macabre deactivates Beyond the Flesh.























































































































































































