
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality 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. Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Marson's Bow/Sling Sounds 1.2.3v1.0.0 Bow: https://www.freesound.org/people/Robinhood76/sounds/126464/ Sling: https://www.freesound.org/people/qubodup/sounds/60009/ Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Reaver Tweaks 1.2.4 Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Talent Point Planner 1.1.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 50 / 374% |
Size | medium |
Lifes / Deaths | Killed by Mayunne the orc pyromancer at level 45 on the 2nd Regrowth 124th year of Ascendancy at 23:40 / 2Killed by Veleriamina the naga myrmidon at level 50 on the 3rd Mirth 124th year of Ascendancy at 11:42 |
Primary Stats
Strength | 70 (base 66) |
Dexterity | 41 (base 37) |
Constitution | 22 (base 16) |
Magic | 87 (base 66) |
Willpower | 24 (base 9) |
Cunning | 68 (base 62) |
Resources
Life | -70/1462 |
Mana | 403/519 |
Stamina | 202/252 |
Positive | 1/147 |
Healing Factor | 1 |
Regeneration | 3.801150857822 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -90% |
Spell | 0% |
Global | +90.909090909091% |
Vision
Sight | 10 |
Lite | 11 |
See Stealth | 12 |
See Invisible | 12 |
Offense: Mainhand
Damage | 113 |
Accuracy | 68 |
Crit Chance | 88% |
APR | 44 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 57.333333333333 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 83.6 (95.66265060241%) |
Defense | 37.425 |
Ranged Defense | 42.95 |
Fatigue | 54 |
Physical Save | 61.19936643776 |
Spell Save | 54.149155250346 |
Mental Save | 44.65 |
Defense: Resistances
All | + 15%( 74%) |
Defense: Immunities
Teleport Resistance | 5% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 94% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Cunning 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 881% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 535 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.40 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Shield offense | 1.40 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Shield of Light |
talent | Precise Strikes |
detrimental effect | The target is on fire, taking 17.88 fire damage per turn. Burning |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 40% and slowing it by -10% Overwhelming Fear |
detrimental effect | Movement speed is reduced by 47%. Slow movement |
detrimental effect | The target is on fire, taking 70.67 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
detrimental effect | The target is poisoned, taking 115.29 nature damage per turn. Poison |
detrimental effect | On death will restore to the source up to 21 times the vim's worth. Bleak Outcome |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1077. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xanuba the pair of voratun boots (2 def, 15 armour) =CritResPenMana= Xanuba the pair of voratun boots (2 def, 15 armour) =CritResPenMana=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +15 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +4% Changes stats: +6 Wil / +6 Mag Changes resistances: +20% acid / +2% physical / +13% fire / +14% lightning / +15% cold Blindness immunity: +25% Stun/Freeze immunity: +10% Teleport immunity: +5% Mana each turn: +0.59 Maximum mana: +55.00 Spell crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Umbraphage =Aff= Umbraphage =Aff=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 92, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 241.20 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | stabilizing dwarven-steel helm of the depths (0 def, 4 armour) =Water= stabilizing dwarven-steel helm of the depths (0 def, 4 armour) =Water=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets of dispersion (0 def, 2 armour) =Dispel= dwarven-steel gauntlets of dispersion (0 def, 2 armour) =Dispel=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 arcane Changes stats: +3 Wil / +3 Mag Changes resistances: +5% arcane When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Tool | Fortune's Eye =AccPenStat= Fortune's Eye =AccPenStat=Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+5 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | Bloodcaller =Leech= Bloodcaller =Leech=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Ring of the War Master =CritPen= Ring of the War Master =CritPen=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Superiority +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | voratun amulet 'Sunsun' =CritResPwr= voratun amulet 'Sunsun' =CritResPwr=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+4 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Mag Changes resistances: +9% fire Changes resistances cap: +4% all Changes damage: +8% lightning / +6% acid / +14% blight / +5% cold / +3% arcane / +20% fire Critical mult.: +19.00% Physical save: +18 (+4 eff.) Spellpower: +17 (+5 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
In main hand | Blazevice the stralite waraxe (34-47.6 power, 5 apr) =LightCrip= Blazevice the stralite waraxe (34-47.6 power, 5 apr) =LightCrip=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 4 light Changes resistances penetration: +10% light Changes damage: +12% light / +6% mind One-handed war axes. |
Around waist | Brightoozer =SlowLife= Brightoozer =SlowLife=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 fire Changes stats: +3 Wil Changes resistances: +3% acid Changes damage: +6% fire Mental save: +8 (+3 eff.) Maximum life: +70.00 A belt that goes around your waist. |
In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) =StunFireDarkRes= Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) =StunFireDarkRes=Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+3 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | Nightsweep the cashmere cloak (2 def, 7 armour) =DR= Nightsweep the cashmere cloak (2 def, 7 armour) =DR=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +21% cold / +6% darkness / +3% fire Changes resistances penetration: +15% fire Changes damage: +3% darkness / +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xeroldassra (7 def, 13 armour) =Res= Xeroldassra (7 def, 13 armour) =Res=Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +42% fire / +7% mind / +9% temporal Changes damage: +9% mind Mental save: +19 (+6 eff.) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 12 turns, die at -432)heroism infusion (+7 for 12 turns, die at -432) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -432 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 11 turns, die at -615) heroism infusion of the wizard (+19 for 11 turns, die at -615)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -615 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the titan (absorb 342 for 8 turns)shielding rune of the titan (absorb 342 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 8 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blastfurnace the steel amulet =Enc= Blastfurnace the steel amulet =Enc=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Damage when hit (Melee): 4 darkness / 8 lightning Changes resistances: +9% lightning Changes resistances penetration: +15% darkness Changes damage: +12% darkness Critical mult.: +14.00% Amulets can have magical properties. |
Cuthineg the Dazzlepierce Cuthineg the DazzlepierceInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +17% lightning / +22% temporal / +9% light / +22% fire / +18% cold Changes resistances penetration: +20% blight Changes damage: +6% blight / +6% light Pinning immunity: +33% Stun/Freeze immunity: +30% Knockback immunity: +28% Amulets can have magical properties. |
Mirror Shards =Shield= Mirror Shards =Shield=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 324 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold amulet 'Chaleharahell' gold amulet 'Chaleharahell'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Changes resistances: +22% temporal Changes damage: +6% physical Physical save: +9 (+2 eff.) Pinning immunity: +37% Knockback immunity: +38% Maximum stamina: +10.00 Healing mod.: +25% Amulets can have magical properties. |
steel amulet 'Ragalendil' steel amulet 'Ragalendil'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +1 Con Changes resistances penetration: +5% physical Critical mult.: +13.00% Maximum encumbrance: +40 Only die when reaching: -60.00 life Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adugassra the gold ring Adugassra the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -6% Changes stats: +6 Str / +6 Mag / +4 Wil / +6 Con Changes damage: +9% arcane Maximum encumbrance: +27 Mana when firing critical spell: +5.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +2% Rings can have magical properties. |
Berugorn BerugornPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Cun / +9 Wil Changes resistances: +30% light Changes resistances penetration: +5% arcane Changes damage: +15% light / +3% arcane Spell save: +3 (+1 eff.) Spellpower: +9 (+3 eff.) Mindpower: +17 (+7 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Blazeobeisance the gold ring =LightHealImmun= Blazeobeisance the gold ring =LightHealImmun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +1 Con Critical mult.: +6.00% Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +31% Maximum life: +26.00 Light radius: +3 Healing mod.: +10% Rings can have magical properties. |
Chikan the Glimmerpunish Chikan the GlimmerpunishPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% nature Changes damage: +3% nature / +6% light Spellpower: +10 (+3 eff.) Mindpower: +9 (+4 eff.) Rings can have magical properties. |
Elotira =Enc= Elotira =Enc=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -12% Effects on melee hit: * 17% chance to blind Effects on ranged hit: * 18% chance to blind Changes resistances: +3% blight Changes resistances penetration: +10% arcane / +10% blight Maximum encumbrance: +48 Rings can have magical properties. |
Grinyvon GrinyvonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 mind Changes resistances: +15% blight / +30% cold / +6% nature / +3% acid Changes damage: +15% cold Rings can have magical properties. |
Islowe the gold ring Islowe the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +2% physical Only die when reaching: -20.00 life Maximum life: +20.00 Healing mod.: +25% Rings can have magical properties. |
Olarorim the steel ring Olarorim the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes resistances: +24% cold Changes resistances penetration: +5% mind Changes damage: +12% cold Rings can have magical properties. |
Voreletta the steel ring Voreletta the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +5 Str / +5 Wil / +5 Cun / +6 Con Physical save: +4 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
mule's copper ring of darkness (+22%) mule's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% darkness Changes damage: +11% darkness Maximum encumbrance: +21 Rings can have magical properties. |
pixie's stralite ring of misery pixie's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +9 Cun / +4 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +13 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
rogue's voratun ring of perseverance rogue's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+6 eff.) Changes stats: +7 Cun Stun/Freeze immunity: +46% Life regen: +2.90 Rings can have magical properties. |
stralite ring 'Lavaoozer' stralite ring 'Lavaoozer'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Damage when hit (Melee): 8 light / 8 fire Changes stats: +9 Cun / +8 Dex Changes resistances: +9% fire Changes damage: +12% light / +6% fire Light radius: +2 Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.80 Maximum life: +60.00 Healing mod.: +15% Rings can have magical properties. |
warrior's gold ring of pilfering warrior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +8 Defense: +9 (+4 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
warrior's stralite ring of the mountain (+14%) =PhysArmor= warrior's stralite ring of the mountain (+14%) =PhysArmor=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +14% physical Changes damage: +14% physical Rings can have magical properties. |
Tainthunter (30.5-39.65 power, 9 apr) Tainthunter (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to cause random gloom Damage (Melee): +33 insidious poison / +8 mind When wielded/worn: Damage when hit (Melee): 20 mind Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Zubatira the stralite dagger (25.5-33.15 power, 9 apr)Zubatira the stralite dagger (25.5-33.15 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.5 - 33.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Damage when hit (Melee): 16 arcane / 12 acid Changes stats: +3 Mag Changes resistances penetration: +5% blight Changes damage: +3% acid Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Spell crit. chance: +1% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Salowe the SmearlaceSalowe the Smearlace Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +6 nature / +2 physical When wielded/worn: Accuracy: +4 (+1 eff.) Changes resistances penetration: +36% physical Critical mult.: +10.00% Stamina each turn: +0.20 Damage Shield penetration: +31% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. throat-seeking elven-wood longbowthroat-seeking elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +18 nature When wielded/worn: Changes resistances penetration: +10% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. yew longbow of natureyew longbow of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +21 nature When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. insidious iron longsword (10-14 power, 2 apr)insidious iron longsword (10-14 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword 'Stokewaker' (34-47.6 power, 5 apr)stralite longsword 'Stokewaker' (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +17 fire When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +5% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword 'Voidquill' (47-65.8 power, 5 apr)stralite longsword 'Voidquill' (47-65.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction Burst (radius 2) on crit: +12 darkness When wielded/worn: Changes resistances: +6% nature Changes damage: +3% fire Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Voramina (37.5-52.5 power, 5 apr)Voramina (37.5-52.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 24% chance to disease Damage (Melee): +25 blight When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 temporal Changes resistances: +6% cold / +3% temporal Disarm immunity: +15% Pinning immunity: +15% Blunt and deadly. |
stralite mace 'Toxinward' (38.5-53.9 power, 5 apr) =Gloom= stralite mace 'Toxinward' (38.5-53.9 power, 5 apr) =Gloom=Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +19 mind When wielded/worn: Damage when hit (Melee): 4 nature / 8 fire Changes stats: +6 Cun / +6 Wil Changes resistances: +6% nature Changes damage: +12% nature / +12% fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar 'Alirach' (13.5-14.85 power, 32 apr, nature damage)pulsing mindstar 'Alirach' (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes damage: +6% mind Mental save: +25 (+8 eff.) Life regen: +1.70 Maximum life: +42.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. acidic orite trident (43-68.8 power, 13 apr)acidic orite trident (43-68.8 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +23 acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident (40-64 power, 13 apr)orite trident (40-64 power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident (39-62.4 power, 13 apr)orite trident (39-62.4 power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident (39-62.4 power, 13 apr)orite trident (39-62.4 power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident of projection (40-64 power, 13 apr)orite trident of projection (40-64 power, 13 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident of vileness (41-65.6 power, 13 apr)orite trident of vileness (41-65.6 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.0 - 65.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to disease Damage (Melee): +30 blight A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Ethereal Embrace (10 def, 0 armour) =Shield= Ethereal Embrace (10 def, 0 armour) =Shield=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 97.04 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
pair of dwarven-steel boots 'Eilinama' (0 def, 4 armour) pair of dwarven-steel boots 'Eilinama' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 8 mind Changes stats: +1 Wil Changes damage: +6% arcane Silence immunity: +35% Confusion immunity: +35% Stun/Freeze immunity: +35% Maximum hate: +6.00 Maximum psi: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Dourswift' (0 def, 3 armour) =DR= pair of hardened leather boots 'Dourswift' (0 def, 3 armour) =DR=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +10% cold / +14% fire Changes resistances penetration: +10% darkness Changes damage: +3% darkness A pair of boots made of leather. |
Brightfurnace the drakeskin leather gloves (0 def, 3 armour) =CritCrip= Brightfurnace the drakeskin leather gloves (0 def, 3 armour) =CritCrip=Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 18 light / 13 acid Changes stats: +2 Wil / +2 Mag Changes resistances: +15% light / +10% acid Changes resistances penetration: +5% acid Changes damage: +10% light / +17% acid Grants telepathy: Dragon Critical mult.: +13.00% Spell crit. chance: +20% Mental crit. chance: +18% Light radius: +1 When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 15% chance to blind Burst (radius 2) on crit: +14 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) =ArmorImmun= Gloves of the Firm Hand (0 def, 8 armour) =ArmorImmun=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gloomnaught the hardened leather cap (6 def, 9 armour) =ResDR= Gloomnaught the hardened leather cap (6 def, 9 armour) =ResDR=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +1 Dex / +3 Mag / +1 Cun Changes resistances: +4% all Changes damage: +3% darkness Physical save: +11 (+3 eff.) A cap made of leather. |
Hellsvagrant (0 def, 5 armour) =SlowRes= Hellsvagrant (0 def, 5 armour) =SlowRes=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 fire Changes stats: +8 Str / +9 Wil Changes resistances: +12% acid / +3% temporal / +12% blight / +18% fire / +12% lightning / +13% cold Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Undeathreeve (4 def, 8 armour)Undeathreeve (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Cun / +8 Wil Changes resistances: +12% blight Changes resistances penetration: +5% nature Spell save: +25 (+8 eff.) Mental save: +18 (+6 eff.) A suit of armour made of mail. |
Hanuhir the reinforced leather armour (17 def, 7 armour) Hanuhir the reinforced leather armour (17 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +7.0% Armour: +7 Defense: +17 (+7 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances penetration: +20% blight Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Silence immunity: +5% Disarm immunity: +10% Stamina each turn: +1.00 Chance to avoid any damage: +11% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of lightning resistance (2 def, 4 armour)cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +21% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour 'Scorpioncutter' (4 def, 7 armour)reinforced leather armour 'Scorpioncutter' (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 nature Changes resistances: +27% fire Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +10.00 Spell crit. chance: +1% Damage Shield penetration: +30% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Nimbuswish the voratun plate armour (9 def, 16 armour)Nimbuswish the voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +18 Cun / +18 Wil Changes resistances: +9% lightning / +23% cold Changes resistances penetration: +15% lightning / +20% mind Changes damage: +15% acid / +6% lightning Mental save: +50 (+16 eff.) A suit of armour made of metal plates. |
Gledarin the Dourwither (12 def, 3 armour, 76.5-91.8 power, 203 block) =CripRes= Gledarin the Dourwither (12 def, 3 armour, 76.5-91.8 power, 203 block) =CripRes=Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.5 - 91.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +203 On weapon hit: * 28% chance to corrode armour On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 35 acid Changes resistances: +22% acid / +6% temporal / +13% lightning / +13% fire / +6% nature / +13% cold Changes damage: +3% lightning Talent granted: +5 Block Handheld deflection devices. |
cosmic stralite shield of mind resistance (+18%) (10 def, 2 armour, 48.5-58.2 power, 143.5 block) cosmic stralite shield of mind resistance (+18%) (10 def, 2 armour, 48.5-58.2 power, 143.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +144 Burst (radius 2) on crit: +19 light / +19 darkness When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +9% darkness / +18% mind / +12% light Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
reinforced stralite shield of purity (10 def, 12 armour, 47.5-57 power, 211 block) reinforced stralite shield of purity (10 def, 12 armour, 47.5-57 power, 211 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +211 When wielded/worn: Armour: +12 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +13% nature / +13% blight Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of temporal resistance (+17%) (10 def, 2 armour, 47-56.4 power, 134 block)stralite shield of temporal resistance (+17%) (10 def, 2 armour, 47-56.4 power, 134 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +134 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 30% chance to gain 10% of a turn Changes resistances: +17% temporal Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded stralite shield (10 def, 2 armour, 50.5-60.6 power, 134 block)warded stralite shield (10 def, 2 armour, 50.5-60.6 power, 134 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +134 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Maximum wards: +5 lightning / +5 temporal / +4 blight / +5 fire / +5 cold Talents granted: +4 Block +1 Ward Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Torerion the Dourqueller (22/22, 42.5-59.5 power, 14 apr)Torerion the Dourqueller (22/22, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 40% chance to inflict damage reduction * 10% chance to crush the target * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +13 physical / +8 darkness / +11 gravity / +17 temporal Burst (radius 1) on hit: +22 fire Burst (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of accuracy (23/23, 52-72.8 power, 18 apr)quiver of dragonbone arrows of accuracy (23/23, 52-72.8 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +16 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 Arrows are used with bows to pierce your foes to death. |
156 alchemist agate 156 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nimbusvice the dwarven-steel pickaxe (dig speed 15 turns) Nimbusvice the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +9% acid Changes resistances penetration: +18% physical Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Life regen: +0.60 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl =Water= Eldritch Pearl =Water=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 30.21 cold damage and 28.80 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial =HealRes= Summertide Phial =HealRes=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (75 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin =Dmg= Plumpkin =Dmg=Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
62 alchemist bloodstone 62 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; 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: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator =AoE= Gwai's Burninator =AoE=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 620.94 fire damage (based on Magic), costing 50 power out of 52/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/3) =Pin= Rod of Spydric Poison (2/3) =Pin=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 558.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 73/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite torque of psychoportation 'Boresin' [power 51] (15/30 cooldown) =Tele= stralite torque of psychoportation 'Boresin' [power 51] (15/30 cooldown) =Tele=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +15% acid / +5% arcane Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +3% acid Talent granted: +1 Ward It can be used to teleport randomly (rad 51), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin [power 64] (15/20 cooldown) elven-wood totem of thorny skin [power 64] (15/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
elven-wood wand of clairvoyance 'Uluroddaleg' [power 15] (15/8 cooldown) elven-wood wand of clairvoyance 'Uluroddaleg' [power 15] (15/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +4 Dex / +2 Mag It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =Reveal= Burning Star =Reveal=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aprica the Shalore Sun Paladin level 35
55th Dusk 123rd year of Ascendancy at 14:56 see stats
By Aprica the Shalore Sun Paladin level 30
50th Pyre 123rd year of Ascendancy at 02:03 see stats
By Aprica the Shalore Sun Paladin level 33
77th Pyre 123rd year of Ascendancy at 02:05 see stats
By Aprica the Shalore Sun Paladin level 35
70th Dusk 123rd year of Ascendancy at 07:22 see stats
By Aprica the Shalore Sun Paladin level 44
1st Allure 124th year of Ascendancy at 22:39 see stats
By Aprica the Shalore Sun Paladin level 50
26th Pyre 124th year of Ascendancy at 00:35 see stats
By Aprica the Shalore Sun Paladin level 35
69th Dusk 123rd year of Ascendancy at 00:39 see stats
By Aprica the Shalore Sun Paladin level 38
22nd Haze 123rd year of Ascendancy at 14:40 see stats
By Aprica the Shalore Sun Paladin level 12
34th Dusk 122nd year of Ascendancy at 12:26 see stats
By Aprica the Shalore Sun Paladin level 50
51st Pyre 124th year of Ascendancy at 10:09 see stats
By Aprica the Shalore Sun Paladin level 37
12nd Haze 123rd year of Ascendancy at 10:41 see stats
By Aprica the Shalore Sun Paladin level 39
36th Haze 123rd year of Ascendancy at 19:42 see stats
By Aprica the Shalore Sun Paladin level 20
32nd Haze 122nd year of Ascendancy at 02:16 see stats
By Aprica the Shalore Sun Paladin level 42
72nd Haze 123rd year of Ascendancy at 03:43 see stats
By Aprica the Shalore Sun Paladin level 27
4th Pyre 123rd year of Ascendancy at 18:26 see stats
By Aprica the Shalore Sun Paladin level 50
52nd Pyre 124th year of Ascendancy at 05:02 see stats
By Aprica the Shalore Sun Paladin level 30
49th Pyre 123rd year of Ascendancy at 22:18 see stats
By Aprica the Shalore Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 20:20 see stats
By Aprica the Shalore Sun Paladin level 20
5th Haze 122nd year of Ascendancy at 08:18 see stats
By Aprica the Shalore Sun Paladin level 30
33rd Pyre 123rd year of Ascendancy at 10:12 see stats
By Aprica the Shalore Sun Paladin level 40
42nd Haze 123rd year of Ascendancy at 10:54 see stats
By Aprica the Shalore Sun Paladin level 50
18th Pyre 124th year of Ascendancy at 07:45 see stats
By Aprica the Shalore Sun Paladin level 7
78th Pyre 122nd year of Ascendancy at 10:56 see stats
By Aprica the Shalore Sun Paladin level 44
1st Wintertide 124th year of Ascendancy at 04:08 see stats
By Aprica the Shalore Sun Paladin level 21
38th Haze 122nd year of Ascendancy at 16:55 see stats
By Aprica the Shalore Sun Paladin level 35
75th Dusk 123rd year of Ascendancy at 23:01 see stats
By Aprica the Shalore Sun Paladin level 50
25th Pyre 124th year of Ascendancy at 07:16 see stats
By Aprica the Shalore Sun Paladin level 25
32nd Regrowth 123rd year of Ascendancy at 01:59 see stats
By Aprica the Shalore Sun Paladin level 43
3rd Decay 123rd year of Ascendancy at 16:01 see stats
By Aprica the Shalore Sun Paladin level 30
50th Pyre 123rd year of Ascendancy at 02:03 see stats
By Aprica the Shalore Sun Paladin level 11
11st Dusk 122nd year of Ascendancy at 09:54 see stats
By Aprica the Shalore Sun Paladin level 30
50th Pyre 123rd year of Ascendancy at 02:03 see stats
By Aprica the Shalore Sun Paladin level 50
52nd Pyre 124th year of Ascendancy at 05:09 see stats
By Aprica the Shalore Sun Paladin level 11
1st Dusk 122nd year of Ascendancy at 18:58 see stats
By Aprica the Shalore Sun Paladin level 46
30th Regrowth 124th year of Ascendancy at 07:12 see stats
By Aprica the Shalore Sun Paladin level 26
62nd Regrowth 123rd year of Ascendancy at 20:21 see stats
By Aprica the Shalore Sun Paladin level 27
3rd Pyre 123rd year of Ascendancy at 13:24 see stats
By Aprica the Shalore Sun Paladin level 18
2nd Haze 122nd year of Ascendancy at 18:28 see stats
By Aprica the Shalore Sun Paladin level 45
2nd Regrowth 124th year of Ascendancy at 23:40 see stats
By Aprica the Shalore Sun Paladin level 33
76th Pyre 123rd year of Ascendancy at 14:23 see stats
Log
Talent Block is ready to use.
Veleriamina the naga myrmidon hits Aprica for 11 fire damage.
Layydabeth the Tidebender rushes out!
Veleriamina the naga myrmidon casts Flame Leash.
Veleriamina the naga myrmidon hits Aprica for 25 fire damage.
Talent Shield Slam is ready to use.
Talent Barrier is ready to use.
Veleriamina the naga myrmidon hits Aprica for 11 fire damage.
Layydabeth the Tidebender rushes out!
Veleriamina the naga myrmidon uses Spit Poison.
Aprica is poisoned!
Veleriamina the naga myrmidon hits Aprica for 98 nature damage.
Veleriamina the naga myrmidon hits Aprica for 25 fire damage.
Layydabeth the Tidebender rushes out!
The protective shield of Aprica disappears.
Aprica stops burning.
Talent Providence is ready to use.
Veleriamina the naga myrmidon hits Aprica for 98 nature damage.
Aprica is on fire!
Aprica leeches life from Veleriamina the naga myrmidon!
Aprica HEALS from darkness damage!
Aprica hits Veleriamina the naga myrmidon for 13 light, 20 fire, 13 darkness, 4 arcane (50 total damage).
Veleriamina the naga myrmidon hits Aprica for 75 physical, 5 darkness, 2 healing, , 4 healing, 7 fire (87 total damage) [6 healing].
Veleriamina the naga myrmidon hits Aprica for 25 fire damage.
Layydabeth the Tidebender rushes out!
Veleriamina the naga myrmidon uses Assault.
Aprica is stunned by the burning flame!
Veleriamina the naga myrmidon performs a melee critical strike against Aprica!
Veleriamina the naga myrmidon's weapon surges with fire!
Saving game...