Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Chronometer 1.0.1 Stone Wardens DLC Class 1.0.3 Much Better AI talent weights 1.0.4 Notes to Self 1.0.4 Faster Run/Rest/Explore 1.0.4 zTome 1.0.4 Talent Point Planner 1.0.4 Fixed Grappling 1.0.4 Plenum Tooltip: Enhanced actor tooltip display for TOME v1.10 1.0.4 Items Vault 1.0.3 Enhanced Object Compare 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 31 / 55% |
Size | medium |
Lifes / Deaths | Killed by Gorbat, Supreme Wyrmic of the Pride at level 31 on the 28th Profit 122nd year of Ascendancy at 04:55 / 1 |
Primary Stats
Strength | 47 (base 20) |
Dexterity | 21 (base 10) |
Constitution | 41 (base 22) |
Magic | 62 (base 57) |
Willpower | 79 (base 46) |
Cunning | 12 (base 10) |
Resources
Life | -24/1139 |
Mana | 321/475 |
Equilibrium | 0 |
Healing Factor | 1.1 |
Regeneration | 85.447999999997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 60 |
Accuracy | 15 |
Crit Chance | 9% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 15 |
Crit Chance | 7% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54.666666666667 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 40.033333333333 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Temporal | +8% |
Blight | +9% |
Physical | +30% |
Darkness | +8% |
Offense: Damage Penetration
Physical | +58% |
Defense: Base
Armour (hardiness) | 48.954134022819 (70%) |
Defense | 36.258333333333 |
Ranged Defense | 40.838888888889 |
Fatigue | 41 |
Physical Save | 67.616666666667 |
Spell Save | 63.254166666667 |
Mental Save | 65.629166666666 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 44%( 70%) |
Physical | + 33%( 70%) |
Cold | + 43%( 70%) |
All | + 30%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 35%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 70%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 40% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 16% for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 773% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 628% 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 Dexterity stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Battle Trance |
talent | Crystalline Focus |
talent | Body of Stone |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
beneficial effect | A flow of life spins around the target, regenerating 75.88 life per turn. Regeneration |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 100. | 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. | 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. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | wanderer's pair of hardened leather boots of invasion (0 def, 3 armour) wanderer's pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Con Changes resistances penetration: +8% physical Physical save: +10 Mental save: +5 A pair of boots made of leather. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Con Spellpower: +12 It can be used to activate talent Tidal Wave (costing 58 power out of 150/150) : Effective talent level: 4.0 Power cost: 58 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 3, doing 26.98 cold damage and 35.07 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. 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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% temporal / +8% darkness Changes damage: +8% temporal / +8% darkness Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | stralite ring 'Isetta' stralite ring 'Isetta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +11 Defense: +13 Damage when the wearer is hit: 4 acid Changes damage: +9% acid / +9% blight Stun/Freeze immunity: +32% Life regen: +1.40 It can be used to activate talent Disengage, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 22 power out of 30/30) : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 5 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | insulating copper amulet of willpower (+3) insulating copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% cold / +11% fire Amulets can have magical properties. |
In main hand | Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: deal magical damage Special effect when this weapon kills: swallows the victim's soul, gaining a new power until unequipped When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 15 power out of 5/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | spellplated stralite shield of resistance (10 def, 2 armour, 44 dam, 141.5 block) spellplated stralite shield of resistance (10 def, 2 armour, 44 dam, 141.5 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: 44.0 - 52.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +141 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +3 Wil Changes resistances: +8% fire / +7% cold / +5% lightning / +6% acid Talent granted: +4 Block Spell save: +7 Mental save: +9 Handheld deflection devices |
Cloak | regal cashmere cloak of implacability (2 def, 0 armour) regal cashmere cloak of implacability (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Wil Physical save: +11 Mental save: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 14 armour) Scale Mail of Kroltar (10 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 36 power out of 80/80) : Effective talent level: 3.0 Power cost: 36 out of 80/80. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 44.72 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion (heal 178) healing infusion (heal 178)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 178 life. 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. |
healing infusion of the titan (heal 306) healing infusion of the titan (heal 306)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 306 life. Its effects scale with your Constitution 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. |
insidious poison infusion of the wizard (42 nature damage, 20% healing reduction) insidious poison infusion of the wizard (42 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.00 Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 42.00 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
movement infusion (530% speed; 6 turns) movement infusion (530% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1056% speed; 5 turns) movement infusion of the wizard (1056% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1056% 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 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 (heal 183 over 5 turns) regeneration infusion (heal 183 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 161 over 5 turns) regeneration infusion of the sneak (heal 161 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 161 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 265 over 5 turns) regeneration infusion of the sneak (heal 265 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 381 over 5 turns) regeneration infusion of the sneak (heal 381 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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 381 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 20%; cure magical) wild infusion of the duelist (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 20% for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 29%; cure mental) wild infusion of the warrior (resist 29%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 29% for 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. |
wild infusion of the wizard (resist 16%; cure physical) wild infusion of the wizard (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune (power 10 for 9 turns) invisibility rune (power 10 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 10) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 405 for 5 turns) shielding rune (absorb 405 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 405 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 158 for 3 turns) shielding rune (absorb 158 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 248 for 5 turns) shielding rune of the warrior (absorb 248 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 5 turns. Its effects scale with your Strength 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. |
teleportation rune (range 25) teleportation rune (range 25)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. 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. |
vision rune (radius 13; dur 23; see dragon) vision rune (radius 13; dur 23; see dragon)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: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 18) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any dragon around. 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. |
vision rune (radius 8; dur 17; see dragon) vision rune (radius 8; dur 17; see dragon)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: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 17) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. 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. |
vision rune (radius 13; dur 12; see horror) vision rune (radius 13; dur 12; see horror)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: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 14) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any horror around. 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. |
vision rune (radius 10; dur 15; see dragon) vision rune (radius 10; dur 15; see dragon)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 12) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. 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. |
vision rune (radius 13; dur 14; see demon) vision rune (radius 13; dur 14; see demon)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 17) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any demon around. 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. |
vision rune (radius 11; dur 15; see humanoid) vision rune (radius 11; dur 15; see humanoid)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 13) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any humanoid around. 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. |
vision rune of the titan (radius 9; dur 14; see horror) vision rune of the titan (radius 9; dur 14; see horror)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 18) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any horror around. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Xissra the steel amulet Xissra the steel amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Dex Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 5 light Changes resistances: +6% light Critical mult.: +10.00% Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
clarifying gold amulet clarifying gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +25% Amulets can have magical properties. |
enraging steel amulet enraging steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
grounding gold amulet of the chosen grounding gold amulet of the chosenPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 8 light Damage when the wearer is hit: 8 light Changes resistances: +15% lightning / +5% light Stun/Freeze immunity: +28% Amulets can have magical properties. |
wanderer's gold amulet of constitution (+3) wanderer's gold amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun / +11 Con Amulets can have magical properties. |
Harublek HarublekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Wil / +1 Con Allows you to breathe in: water Infravision radius: +1 See invisible: +3 Rings can have magical properties. |
Maluran the stralite ring Maluran the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +48 Changes stats: +12 Cun / +4 Con Physical save: +12 Spell save: +6 Disease immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +10% Maximum stamina: +28.00 Rings can have magical properties. |
marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Rings can have magical properties. |
savior's copper ring of clarity savior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +5 Spell save: +6 Mental save: +11 Confusion immunity: +20% Rings can have magical properties. |
steel ring of fire (+20%) steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire 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: +1.50 Maximum life: +60.00 Healing mod.: +20% Rings can have magical properties. |
treant's gold ring of lightning (+7%) treant's gold ring of lightning (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +22% lightning Changes damage: +11% lightning Physical save: +6 Poison immunity: +12% Disease immunity: +12% Rings can have magical properties. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness It can be used to activate talent Creeping Darkness (costing 18 power out of 40/40) : Effective talent level: 3.0 Power cost: 18 out of 40/40. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 21 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +6% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite greatsword of the mystic (48.5-77.6 power, 3 apr)plaguebringer's stralite greatsword of the mystic (48.5-77.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +16 blight When wielded/worn: Changes stats: +4 Wil / +5 Mag Disease immunity: +34% Spellpower: +15 Massive two-handed swords. |
psychic's stralite greatsword of crippling (51-81.6 power, 3 apr) psychic's stralite greatsword of crippling (51-81.6 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Changes stats: +6 Cun / +2 Wil Mindpower: +11 Massive two-handed swords. |
quick stralite greatsword of ruin (49-78.4 power, 3 apr) quick stralite greatsword of ruin (49-78.4 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 90% When wielded/worn: Accuracy: +9 Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +6 Dex Critical mult.: +16.00% Massive two-handed swords. |
Deeps's kiss (13.5-18.9 power, 3 apr) Deeps's kiss (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 darkness When wielded/worn: Changes stats: +1 Cun / +2 Con Sharp, long, and deadly. |
Gluvea (10.5-14.7 power, 3 apr) Gluvea (10.5-14.7 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 acid When wielded/worn: Changes stats: +3 Str / +3 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. elemental stralite mace of massacre (45.5-63.7 power, 5 apr)elemental stralite mace of massacre (45.5-63.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 14% fire / 12% cold / 15% lightning / 15% acid Blunt and deadly. |
Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +10% mind Changes damage: +5% physical / +15% mind Mindpower: +10 Mental crit. chance: +8% It can be used to release a wave of psionic power, costing 29 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 18 power out of 25/25) : Effective talent level: 3.6 Power cost: 18 out of 25/25. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 269.35 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
This item will automatically be transmogrified when you leave the level. throat-seeking reinforced leather slingthroat-seeking reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Attack speed: 80% Firing range: +9 Special effect when this weapon crits: silences the target Damage when this weapon hits(ranged): +8 nature When wielded/worn: Changes resistances penetration: +9% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. warden's reinforced leather sling of recursionwarden's reinforced leather sling of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Attack speed: 80% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Damage conversion: 31% temporal When wielded/worn: Ammo reloads per turns: +3 Changes stats: +3 Wil Changes resistances penetration: +7% temporal Changes damage: +9% temporal Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage) Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
ethereal yew starstaff (20-24 power, 4 apr, physical damage) ethereal yew starstaff (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +4 Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Damage Shield penetration: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood magestaff (25-30 power, 5 apr, fire damage)greater elven-wood magestaff (25-30 power, 5 apr, fire damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane / +25% fire / +25% cold / +25% lightning Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of warding (18-21.6 power, 3 apr, cold damage) potent ash magestaff of warding (18-21.6 power, 3 apr, cold damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Maximum wards: +2 cold Changes damage: +18% cold Talents granted: +1 Command Staff +1 Ward Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of warding (25-30 power, 4 apr, physical damage) potent yew starstaff of warding (25-30 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Maximum wards: +2 physical Changes damage: +25% physical Talents granted: +1 Command Staff +2 Ward Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of breaching (20-24 power, 4 apr, physical damage) shimmering yew starstaff of breaching (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +20% physical Talent granted: +1 Command Staff Maximum mana: +41.00 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of protection (20-24 power, 4 apr, physical damage) shimmering yew starstaff of protection (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes damage: +20% physical Talent granted: +1 Command Staff Maximum mana: +46.00 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
cashmere cloak of Iron Throne (2 def, 0 armour) cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
lightening cashmere cloak of implacability (2 def, 0 armour) lightening cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Fatigue: -4% Physical save: +9 Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +5 Defense: +2 Changes stats: +3 Dex / +2 Mag / +2 Wil / +2 Cun Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour) spellcowled cashmere cloak of mindcraft (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag / +5 Wil / +3 Cun Spell save: +8 Maximum mana: +64.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 poison / 20 slime Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
ancient silk robe of light (+10%) (3 def, 0 armour) ancient silk robe of light (+10%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +9 Mag Changes resistances: +10% temporal / +16% light Changes damage: +5% temporal / +11% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Rootrend' (2 def, 0 armour) cashmere robe 'Rootrend' (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +20% nature / +13% blight / +15% mind Changes damage: +11% nature / +13% blight / +16% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mountain (+11%) (0 def, 0 armour) linen robe of the mountain (+11%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of power (2 def, 0 armour) spellwoven cashmere robe of power (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes damage: +12% physical / +5% arcane / +6% fire / +12% cold / +8% lightning / +8% acid / +5% nature / +11% blight Spellpower: +9 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormlord's silk robe of life (3 def, 0 armour) stormlord's silk robe of life (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Wil Changes resistances: +9% cold / +6% lightning / +10% blight Changes damage: +11% lightning / +17% cold Life regen: +1.00 Maximum life: +74.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of frost (+19%) (2 def, 0 armour) verdant cashmere robe of frost (+19%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Con Changes resistances: +19% cold Changes damage: +10% nature / +13% cold Life regen: +1.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour) woollen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +6% physical / +7% arcane / +8% fire / +5% cold / +6% lightning / +8% acid / +6% nature / +6% blight Spellpower: +5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 18 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
dreamer's pair of dwarven-steel boots of stability (0 def, 4 armour) dreamer's pair of dwarven-steel boots of stability (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +14 Spell save: +7 Mental save: +7 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots (0 def, 4 armour) grounding pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% lightning / +10% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots of stability (0 def, 10 armour) miner's pair of dwarven-steel boots of stability (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Physical save: +7 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm iron gauntlets of strength (+2) (0 def, 1 armour) storm iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 5 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Starmaim (0 def, 1 armour) Starmaim (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 Armour: +1 Fatigue: -1% Changes stats: +2 Con Changes resistances: +3% light Maximum stamina: +10.00 A cap made of leather. |
eldritch linen wizard hat of arcana (1 def, 0 armour) eldritch linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil / +2 Mag Mana each turn: +0.80 Mana when hit: +0.80 Maximum mana: +45.00 Spellpower: +4 It can be used to activate talent Manaflow, placing all other charms into a 29 cooldown : Effective talent level: 2.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
grounding hardened leather cap of dexterity (+2) (0 def, 3 armour) grounding hardened leather cap of dexterity (+2) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex Changes resistances: +8% lightning / +9% temporal A cap made of leather. |
grounding linen wizard hat of frost (+6%) (1 def, 0 armour) grounding linen wizard hat of frost (+6%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% temporal / +16% cold / +6% lightning Changes damage: +11% cold A pointy cloth hat, very wizardly... |
insulating iron helm of strength (+3) (0 def, 3 armour) insulating iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding cashmere wizard hat of darkness (+15%) (2 def, 0 armour) shielding cashmere wizard hat of darkness (+15%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% darkness Changes damage: +10% darkness Spell save: +7 A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of light (+15%) (2 def, 0 armour) shielding cashmere wizard hat of light (+15%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% light Changes damage: +10% light Spell save: +7 A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat of warding (2 def, 0 armour) spellwoven cashmere wizard hat of warding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Spellpower: +2 Spell crit. chance: +4% It can be used to activate talent Circle of Warding, placing all other charms into a 29 cooldown : Effective talent level: 3.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 48%, and attempts to push all creatures other then yourself out of its radius, inflicting 9.67 light damage and 10.44 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of implacability (3 def, 14 armour) dwarven-steel mail armour of implacability (3 def, 14 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 Fatigue: +10% Physical save: +8 A suit of armour made of mail. |
dwarven-steel mail armour of stability (3 def, 8 armour) dwarven-steel mail armour of stability (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Physical save: +14 A suit of armour made of mail. |
enlightening dwarven-steel mail armour of clarity (3 def, 8 armour) enlightening dwarven-steel mail armour of clarity (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +2 Cun / +3 Wil Mental save: +24 A suit of armour made of mail. |
enlightening stralite mail armour of Eyal (4 def, 8 armour) enlightening stralite mail armour of Eyal (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +3 Cun / +2 Wil Mental save: +13 Life regen: +0.70 Maximum life: +40.00 Healing mod.: +16% A suit of armour made of mail. |
prismatic stralite mail armour of command (13 def, 15 armour) prismatic stralite mail armour of command (13 def, 15 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +13 Fatigue: +16% Changes stats: +3 Cun Changes resistances: +12% darkness / +14% light Mental save: +11 A suit of armour made of mail. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level. enlightening drakeskin leather armour (5 def, 8 armour)enlightening drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Changes stats: +2 Cun / +3 Wil Mental save: +12 A suit of armour made of leather. |
dwarven-steel plate armour of cold resistance (5 def, 11 armour) dwarven-steel plate armour of cold resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +21% cold A suit of armour made of metal plates. |
dwarven-steel plate armour of spell shielding (5 def, 11 armour) dwarven-steel plate armour of spell shielding (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Spell save: +12 A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour (5 def, 11 armour) enlightening dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +2 Cun / +2 Wil Mental save: +12 A suit of armour made of metal plates. |
radiant steel plate armour of lightning resistance (4 def, 9 armour) radiant steel plate armour of lightning resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +2 Wil Damage when the wearer is hit: 4 light Changes resistances: +13% blight / +17% lightning / +11% darkness A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 30 dam, 114 block) Black Mesh (8 def, 2 armour, 30 dam, 114 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +114 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
blood-etched dwarven-steel shield (8 def, 2 armour, 32 dam, 88 block) blood-etched dwarven-steel shield (8 def, 2 armour, 32 dam, 88 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +88 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +4 Con Talent granted: +3 Block Life regen: +0.80 Healing mod.: +13% Handheld deflection devices |
shocking dwarven-steel shield of harmony (8 def, 2 armour, 29.5 dam, 78.5 block) shocking dwarven-steel shield of harmony (8 def, 2 armour, 29.5 dam, 78.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +78 Damage when this weapon hits: +12 lightning daze When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 lightning Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +3 Block It can be used to activate talent Waters of Life, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 32 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
stralite shield of the forge (10 def, 2 armour, 54.5 dam, 140.5 block) stralite shield of the forge (10 def, 2 armour, 54.5 dam, 140.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.5 - 65.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +140 Damage when this weapon hits: +14 dreamforge When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +6 Wil Damage when the wearer is hit: 13 dreamforge Talent granted: +4 Block Psi when hit: +1.10 Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. barbed quiver of elven-wood arrows of the leech (13/13, 40.5-56.7 power, 14 apr)barbed quiver of elven-wood arrows of the leech (13/13, 40.5-56.7 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 40.5 - 56.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 13 Special effect when this weapon hits: leeches stamina from the target Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +17 slime / +14 bleed Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly quiver of elven-wood arrows of gravity (12/12, 49.5-69.3 power, 14 apr)deadly quiver of elven-wood arrows of gravity (12/12, 49.5-69.3 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 49.5 - 69.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 12 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +12 gravity Arrows are used with bows to pierce your foes to death. |
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 Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of Reknor (dig speed 10 turns) dwarven-steel pickaxe of Reknor (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes resistances: +7% darkness / +6% fire It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns) woodsman's dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes resistances: +11% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Healing mod.: +10% A small crystal phial that captured Sunlight during the Summertide. |
guard's brass lantern of health guard's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +41.00 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 2.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 7 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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 Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 36 power out of 75/75. 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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 22 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport to a distant place, 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. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Khelaruiredur of kinetic psionic shield [power 49] (15 cooldown) Khelaruiredur of kinetic psionic shield [power 49] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 4 arcane Changes resistances: +5% arcane Mana when firing critical spell: +1.00 Spellpower: +4 It can be used to setup a psionic shield, reducing all physical and acid damage by 49 for 6 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of charged psionic shield [power 83] (15 cooldown) hateful dwarven-steel torque of charged psionic shield [power 83] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning and blight damage by 83 for 6 turns, placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of thermal psionic shield [power 47] (15 cooldown) psionic steel torque of thermal psionic shield [power 47] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
telekinetic dwarven-steel torque of clear mind [power 2] (15 cooldown) telekinetic dwarven-steel torque of clear mind [power 2] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
natural yew totem of thorny skin [power 40] (15 cooldown) natural yew totem of thorny skin [power 40] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to hardens the skin for 6 turns increasing armour by 40 and armour hardiness by 50%, placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
tentacled elven-wood totem of cure poisons [power 4] (15 cooldown) tentacled elven-wood totem of cure poisons [power 4] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to removes up to 4 poisons from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
defiled ash wand of firewall [power 113] (5 cooldown) defiled ash wand of firewall [power 113] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +7.00 It can be used to creates a wall of flames lasting for 4 turns (dam 113 overall), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic yew wand of conjuration [power 241] (5 cooldown) volcanic yew wand of conjuration [power 241] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Volcano It can be used to fire a bolt of a random element (dam 120-241), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: It can be used to map surroundings, costing 22 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. |
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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Basaltar the Dwarf Stone Warden level 24
15th Profit 122nd year of Ascendancy at 08:30 see stats
By Basaltar the Dwarf Stone Warden level 24
9th Profit 122nd year of Ascendancy at 13:21 see stats
By Basaltar the Dwarf Stone Warden level 26
18th Profit 122nd year of Ascendancy at 16:15 see stats
By Basaltar the Dwarf Stone Warden level 27
20th Profit 122nd year of Ascendancy at 20:24 see stats
By Basaltar the Dwarf Stone Warden level 17
1st Acquisition 122nd year of Ascendancy at 20:43 see stats
By Basaltar the Dwarf Stone Warden level 28
24th Profit 122nd year of Ascendancy at 13:02 see stats
By Basaltar the Dwarf Stone Warden level 25
16th Profit 122nd year of Ascendancy at 02:18 see stats
By Basaltar the Dwarf Stone Warden level 27
22nd Profit 122nd year of Ascendancy at 23:19 see stats
By Basaltar the Dwarf Stone Warden level 18
3rd Acquisition 122nd year of Ascendancy at 21:26 see stats
By Basaltar the Dwarf Stone Warden level 29
24th Profit 122nd year of Ascendancy at 16:39 see stats
By Basaltar the Dwarf Stone Warden level 18
3rd Acquisition 122nd year of Ascendancy at 06:59 see stats
By Basaltar the Dwarf Stone Warden level 10
23rd Voratun 122nd year of Ascendancy at 12:09 see stats
By Basaltar the Dwarf Stone Warden level 20
3rd Profit 122nd year of Ascendancy at 12:26 see stats
By Basaltar the Dwarf Stone Warden level 30
25th Profit 122nd year of Ascendancy at 02:03 see stats
By Basaltar the Dwarf Stone Warden level 9
22nd Voratun 122nd year of Ascendancy at 10:32 see stats
By Basaltar the Dwarf Stone Warden level 26
19th Profit 122nd year of Ascendancy at 00:30 see stats
By Basaltar the Dwarf Stone Warden level 18
2nd Acquisition 122nd year of Ascendancy at 08:21 see stats
By Basaltar the Dwarf Stone Warden level 30
26th Profit 122nd year of Ascendancy at 20:14 see stats
By Basaltar the Dwarf Stone Warden level 22
8th Profit 122nd year of Ascendancy at 13:33 see stats
Log
Gorbat, Supreme Wyrmic of the Pride's mind surges with critical power!
Talent Infusion: Regeneration is ready to use.
Gorbat, Supreme Wyrmic of the Pride hits Basaltar for 0 fire damage.
Basaltar uses Infusion: Regeneration.
Basaltar starts regenerating health quickly.
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Basaltar for 0 fire damage.
Talent Resilience of the Dwarves is ready to use.
Basaltar stops burning.
Basaltar activates Battle Trance.
Gorbat, Supreme Wyrmic of the Pride uses Nature's Touch.
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Basaltar crumbles.
Ritch flamespitter hits Basaltar for 121 fire damage.
Basaltar is moving less freely.
Basaltar activates Body of Stone.
Basaltar casts Earthen Missiles.
Basaltar's spell attains critical power!
Basaltar is surging arcane power.
Ritch flamespitter starts to bleed.
Basaltar hits ritch flamespitter for 158 physical, 27 physical, 105 physical, 18 physical damage (total 305.94).
Basaltar hits ritch flamespitter for 105 physical, 18 physical damage (total 122.38).
Gorbat, Supreme Wyrmic of the Pride breathes sand!
Saving game...