Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Alchemist |
| Level / Exp | 31 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 6 on the 2nd Mirth 122nd year of Ascendancy at 01:31 0 / 7Killed by golem (servant of Grinudedothel) at level 14 on the 29th Dusk 122nd year of Ascendancy at 17:23 Killed by Horned Horror at level 15 on the 38th Dusk 122nd year of Ascendancy at 10:40 Killed by Horned Horror at level 15 on the 38th Dusk 122nd year of Ascendancy at 14:54 Killed by Gimiwyn the snow giant chieftain at level 21 on the 68th Haze 122nd year of Ascendancy at 06:40 Killed by ritch flamespitter at level 31 on the 56th Regrowth 123rd year of Ascendancy at 19:15 Killed by war hound at level 31 on the 56th Regrowth 123rd year of Ascendancy at 21:44 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 24 (base 23) |
| Constitution | 53 (base 45) |
| Magic | 66 (base 60) |
| Willpower | 20 (base 11) |
| Cunning | 21 (base 13) |
Resources
| Life | -140/776 |
| Mana | 240/240 |
| Healing Factor | 1 |
| Regeneration | 64.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 12 |
| Infravision | 2 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 18 |
| Crit Chance | 12% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.7 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +19% |
| Fire | +44% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 28.45 |
| Ranged Defense | 31.45 |
| Fatigue | 0 |
| Physical Save | 30.475 |
| Spell Save | 34.05 |
| Mental Save | 29.675 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 44%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 15%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Teleport Resistance | 15% |
| Confusion Resistance | 10% |
| Silence Resistance | 40% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 382 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 magical, physical effects and reduce all damage taken by 17% for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Infusion | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Premonition |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 64.00 life per turn. Regeneration |
| beneficial effect | Reduces fire damage received by 20%. Premonition Shield |
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. | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you learnt talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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. | 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 Wrathroot. * 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 169. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed mummified bone. * You've found the needed snow giant kidney. | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of dwarven-steel boots of evasion (14 def, 4 armour) traveler's pair of dwarven-steel boots of evasion (14 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +14 Fatigue: -4% Maximum encumbrance: +26 Physical save: +8 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 14 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 341 alchemist garnet 341 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
| Light source | bright brass lantern of the sun bright brass lantern of the sunPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 52.34 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
| On head | Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
| Tool | ash totem of healing 'Bogzephyr,' [power 130] (27/46 cooldown) ash totem of healing 'Bogzephyr,' [power 130] (27/46 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +15% nature Light radius: +2 It can be used to heal the target for 130, placing all other charms into a 46 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Gleamstrider' stralite ring 'Gleamstrider'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 Changes stats: +6 Str / +7 Con Changes resistances: +3% lightning / +3% light Changes damage: +5% all Spell save: +13 Maximum stamina: +10.00 Spellpower: +9 Mindpower: +7 Light radius: +3 Rings can have magical properties. |
| On fingers | conjurer's gold ring of arcana(+0.19/turn) conjurer's gold ring of arcana(+0.19/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Mag Silence immunity: +25% Mana each turn: +0.19 Spellpower: +7 Rings can have magical properties. |
| Around waist | hardened leather belt 'Khelohell' hardened leather belt 'Khelohell'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 physical Changes resistances: +11% cold / +11% fire Critical mult.: +10.00% Physical save: +6 Silence immunity: +15% A belt that goes around your waist. |
| In main hand | potent elven-wood magestaff of channeling (31-37.2 power, 5 apr, fire damage) potent elven-wood magestaff of channeling (31-37.2 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: 31.0 - 37.2 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% fire Talent granted: +1 Command Staff Mana each turn: +0.27 Spellpower: +27 Spell crit. chance: +4% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Physical power: +0 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 101.09 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | The Untouchable (amber) (14 def, 12 armour) The Untouchable (amber) (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +4.0% Armour: +12 Defense: +14 Changes stats: +8 Cun Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Xerymirethra the cashmere cloak (2 def, 0 armour) Xerymirethra the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Ranged Defense: +6 Changes stats: +3 Wil Changes resistances: +3% blight Mental save: +10 Stun/Freeze immunity: +5% Teleport immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 93)healing infusion (heal 93) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 93 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. |
This item will automatically be transmogrified when you leave the level. heroism infusion of the wizard (+15 for 11 turns, die at -636)heroism infusion of the wizard (+15 for 11 turns, die at -636) 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: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. Also while Heroism is active, you will only die when reaching -636 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. acid wave rune (191 acid damage; power 10; dur 3)acid wave rune (191 acid damage; power 10; dur 3) 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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 190.97 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 10 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. |
acid wave rune of the wizard (292 acid damage; power 14; dur 3) acid wave rune of the wizard (292 acid damage; power 14; dur 3)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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 292.44 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 14 for 3 turns. Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 6)controlled phase door rune (range 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 6. 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. |
This item will automatically be transmogrified when you leave the level. frozen spear rune (68 cold damage)frozen spear rune (68 cold damage) 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: 6.0 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 67.80 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
This item will automatically be transmogrified when you leave the level. invisibility rune of the sneak (power 12 for 11 turns)invisibility rune of the sneak (power 12 for 11 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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. archmage's stralite amuletarchmage's stralite amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +6% fire / +5% cold / +6% lightning / +5% acid Spellpower: +4 Spell crit. chance: +4% Amulets can have magical properties. |
grounding stralite amulet of vision grounding stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% lightning Blindness immunity: +17% Stun/Freeze immunity: +41% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Halarolach the gold ringHalarolach the gold ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil / +2 Cun / +1 Con Mental save: +10 Confusion immunity: +38% Light radius: +3 Infravision radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Duvuhir the steel battleaxe (17.5-26.25 power, 2 apr)Duvuhir the steel battleaxe (17.5-26.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +12 acid When wielded/worn: Accuracy: +18 Physical crit. chance: +9.0% Defense: +16 Damage when the wearer hits(melee): 2 acid Changes resistances: +3% light Changes resistances penetration: +5% acid Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. hateful stralite dagger of erosion (28-36.4 power, 9 apr)hateful stralite dagger of erosion (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +8 nature / +4 darkness / +11 temporal Damage against: +11% Humanoid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Radholdil the stralite greatmaul (59-88.5 power, 3 apr)Radholdil the stralite greatmaul (59-88.5 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +11 darkness Burst (radius 1) on hit: +4 mind Damage against: +29% Humanoid When wielded/worn: Changes stats: +3 Cun Critical mult.: +10.00% Mindpower: +2 Mental crit. chance: +2% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. Delagahor the Shinesweep (20-32 power, 3 apr)Delagahor the Shinesweep (20-32 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 46% acid blind When wielded/worn: Accuracy: +11 Armour penetration: +2 Defense: +11 Changes stats: +3 Str Changes resistances penetration: +10% physical / +12% acid / +10% light Life regen: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of evisceration (49-78.4 power, 3 apr)quick stralite greatsword of evisceration (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 Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% Special effect when this weapon crits: wounds the target When wielded/worn: Accuracy: +12 Physical crit. chance: +10.0% Physical power: +11 Changes stats: +5 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. harmonious pulsing mindstar of balance (13.5-14.85 power, 32 apr, nature damage)harmonious pulsing mindstar of balance (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 resistances: +5% nature Changes resistances penetration: +5% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Harmony Physical save: +5 Spell save: +6 Mental save: +6 Equilibrium when hit: +2.20 Mindpower: +4 Mental crit. chance: +4% It can be used to completes a nature powered mindstar set, placing all other charms into a 20 cooldown. 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. hateful pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage)hateful pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 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 resistances penetration: +9% mind / +10% darkness Changes damage: +9% mind / +12% darkness Physical save: +6 Spell save: +5 Mental save: +5 Equilibrium when hit: +0.90 Mindpower: +4 Mental crit. chance: +4% 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. horrifying thorny mindstar of frost (7.5-8.25 power, 24 apr, nature damage)horrifying thorny mindstar of frost (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage when the wearer is hit: 5 mind / 6 ice / 4 darkness Changes resistances: +12% cold Changes resistances penetration: +10% cold Changes damage: +3% mind / +5% cold / +4% darkness Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hungering pulsing mindstar of balance (13.5-14.85 power, 32 apr, mind damage)hungering pulsing mindstar of balance (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +6 Spell save: +3 Mental save: +6 Equilibrium when hit: +1.00 Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +4 Mental crit. chance: +4% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. 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. nature's mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage)nature's mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +2% nature Disease immunity: +10% Life regen: +0.70 Maximum life: +12.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage)nature's pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 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 resistances: +4% blight Changes damage: +6% nature Physical save: +2 Spell save: +2 Mental save: +4 Disease immunity: +18% Equilibrium when hit: +1.40 Mindpower: +4 Mental crit. chance: +4% 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. steady reinforced leather sling of true flightsteady reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 Physical crit. chance: +10.0% Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of greater warding (20-24 power, 4 apr, arcane damage)cruel yew magestaff of greater warding (20-24 power, 4 apr, arcane damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 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: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Armour: +9 Defense: +7 Maximum wards: +3 arcane Changes damage: +20% arcane Talents granted: +1 Command Staff +3 Ward Critical mult.: +18.00% Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of wizardry (25-30 power, 5 apr, temporal damage)elven-wood starstaff of wizardry (25-30 power, 5 apr, temporal 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: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes damage: +25% temporal Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +19 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood magestaff of breaching (25-30 power, 5 apr, lightning damage)infernal elven-wood magestaff of breaching (25-30 power, 5 apr, lightning 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: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 18 shadowflame Changes resistances penetration: +12% lightning Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +19 Spell crit. chance: +4% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood starstaff (25-30 power, 5 apr, darkness damage)lifebinding elven-wood starstaff (25-30 power, 5 apr, darkness damage) Requires: - Magic 35 Infused by nature 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: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +17 Spell crit. chance: +4% Healing mod.: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood starstaff (31-37.2 power, 5 apr, light damage)magelord's elven-wood starstaff (31-37.2 power, 5 apr, light 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: 31.0 - 37.2 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage when the wearer hits(melee): 35 arcane Changes damage: +31% light Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +19 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood magestaff of blasting (31-37.2 power, 5 apr, cold damage)potent elven-wood magestaff of blasting (31-37.2 power, 5 apr, cold 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: 31.0 - 37.2 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% cold Talent granted: +1 Command Staff Spellpower: +22 Spell crit. chance: +10% It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood starstaff of wizardry (29-34.8 power, 5 apr, light damage)potent elven-wood starstaff of wizardry (29-34.8 power, 5 apr, light 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: 29.0 - 34.8 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +3 Mag Changes damage: +29% light Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +18 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging elven-wood magestaff of might (25-30 power, 5 apr, cold damage)surging elven-wood magestaff of might (25-30 power, 5 apr, cold 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: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Erelarin (33-46.2 power, 5 apr)Erelarin (33-46.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +12.0% Changes stats: +3 Wil Damage when the wearer is hit: 4 blight Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic steel waraxe of torment (12.5-17.5 power, 3 apr)acidic steel waraxe of torment (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 acid When wielded/worn: Changes resistances penetration: +7% mind / +7% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. psychic's stralite waraxe of daylight (34-47.6 power, 5 apr)psychic's stralite waraxe of daylight (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +5 light Damage against: +17% Undead When wielded/worn: Changes stats: +4 Cun / +4 Wil Mindpower: +8 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blurring hardened leather belt of recklessnessblurring hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Defense: +14 Critical mult.: +8.00% Stealth bonus: +8 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. nightruned hardened leather belt of the mysticnightruned hardened leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% darkness / +8% light Mental save: +7 Spellpower: +5 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of mindcraft (10 def, 0 armour)enveloping cashmere cloak of mindcraft (10 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +4 Cun / +4 Wil Physical save: +5 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)spellcowled cashmere cloak of Iron Throne (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Str / +1 Mag / +3 Wil / +3 Con Spell save: +6 Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. ancient silk robe of Angolwen (3 def, 0 armour)ancient silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +3 Wil / +9 Mag Changes resistances: +9% temporal Changes resistances penetration: +8% temporal Changes damage: +12% temporal Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 Reduces paradox failures(equivalent to willpower): +19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of power (3 def, 0 armour)silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +8% physical / +13% arcane / +9% fire / +9% cold / +5% lightning / +14% acid / +10% nature / +6% blight Spellpower: +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of light (+21%) (3 def, 0 armour)verdant silk robe of light (+21%) (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +4 Con Changes resistances: +21% light Changes damage: +7% nature / +14% light Life regen: +5.30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (onyx) (0 def, 0 armour) verdant woollen robe of life (onyx) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +7 Con Changes resistances: +8% blight Changes damage: +8% nature Life regen: +5.40 Maximum life: +44.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of evasion (16 def, 4 armour)pair of dwarven-steel boots of evasion (16 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +16 Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 14 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Moldfiend' (0 def, 3 armour)pair of hardened leather boots 'Moldfiend' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer is hit: 8 blight Changes resistances: +3% nature / +6% blight Changes damage: +9% nature Stamina each turn: +0.80 Maximum stamina: +24.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (0 def, 2 armour)dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. polar dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)polar dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 Armour: +2 Changes stats: +4 Str Damage when the wearer hits(melee): 8 cold Changes resistances: +7% cold Changes damage: +5% cold Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. temporal dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)temporal dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +4 Dex Damage when the wearer hits(melee): 9 temporal Changes resistances: +7% temporal Changes damage: +5% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Xutha (0 def, 3 armour)Xutha (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Str Changes resistances: +5% arcane / +6% lightning / +9% blight Spell save: +6 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour)augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Con / +1 Mag Changes damage: +12% arcane / +6% fire / +3% cold / +5% lightning / +6% acid It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of knowledge (2 def, 0 armour)cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Cun / +5 Wil Mindpower: +4 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. catburglar's dwarven-steel helm of trickery (0 def, 4 armour)catburglar's dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +8 Dex Changes resistances: +14% darkness Infravision radius: +4 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. grounding iron helm of strength (+3) (0 def, 3 armour)grounding iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 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% lightning / +5% temporal 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. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of fortune (0 def, 3 armour)hardened leather cap of fortune (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Changes stats: +7 Lck Spell crit. chance: +3% Mental crit. chance: +3% A cap made of leather. |
psion's cashmere wizard hat of fire (+10%) (2 def, 0 armour) psion's cashmere wizard hat of fire (+10%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +10% mind / +18% fire Changes damage: +5% mind / +12% fire Physical save: +7 Mental save: +12 Maximum psi: +16.00 Mindpower: +6 Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat of knowledge (2 def, 0 armour)shielding cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag / +5 Wil / +5 Cun Spell save: +7 Mindpower: +4 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour)stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Physical save: +10 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. stabilizing hardened leather cap of strength (+4) (0 def, 3 armour)stabilizing hardened leather cap of strength (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Physical save: +13 A cap made of leather. |
stabilizing iron helm of the depths (0 def, 3 armour) stabilizing iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water Physical save: +10 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. thaloren hardened leather cap of constitution (+5) (0 def, 3 armour)thaloren hardened leather cap of constitution (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil / +5 Con Changes resistances: +7% blight Mental save: +10 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. 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: +9% Physical save: +8 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour 'Skyweeper' (4 def, 8 armour)stralite mail armour 'Skyweeper' (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +8 Str Damage when the wearer hits(melee): 4 lightning / 2 acid Damage when the wearer is hit: 4 acid Changes resistances: +16% darkness / +20% physical Changes damage: +12% acid Physical save: +15 Life regen: +2.20 Maximum life: +45.00 Light radius: +1 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of command (13 def, 13 armour)cleansing reinforced leather armour of command (13 def, 13 armour) Requires: - Strength 18 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +13 Fatigue: +8% Changes stats: +3 Cun Changes resistances: +14% nature / +14% blight Mental save: +18 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour (3 def, 6 armour)enlightening hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +5 Cun / +6 Wil Mental save: +15 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Eyal (4 def, 7 armour)reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Life regen: +2.20 Maximum life: +52.00 Healing mod.: +17% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of command (13 def, 12 armour)reinforced leather armour of command (13 def, 12 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +13 Fatigue: +8% Changes stats: +5 Cun Mental save: +14 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of delving (4 def, 7 armour)rejuvenating reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes stats: +4 Str Changes resistances: +12% darkness / +9% physical Life regen: +5.60 Stamina each turn: +1.10 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing reinforced leather armour of Toknor (4 def, 7 armour)searing reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 Armour: +7 Defense: +4 Fatigue: +8% Damage when the wearer hits(melee): 12 acid / 19 fire Damage when the wearer is hit: 11 acid / 11 fire Changes resistances: +22% acid / +20% fire Critical mult.: +14.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of Toknor (4 def, 7 armour)spiked reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Armour: +7 Defense: +4 Fatigue: +8% Damage when the wearer is hit: 15 physical Critical mult.: +13.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of clarity (4 def, 7 armour)spiked reinforced leather armour of clarity (4 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when the wearer is hit: 14 physical Changes resistances: +7% mind Mental save: +18 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour (4 def, 7 armour)troll-hide reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Life regen: +6.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of harmony (8 def, 2 armour, 82 block)dwarven-steel shield of harmony (8 def, 2 armour, 82 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +3 Block Healing mod.: +13% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous 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 14 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. elemental quiver of elven-wood arrows of amnesia (14/14, 46-64.4 power, 14 apr)elemental quiver of elven-wood arrows of amnesia (14/14, 46-64.4 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 14 Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits(ranged): +3 fire / +3 cold / +2 lightning / +4 acid Damage conversion: 14% fire / 13% cold / 14% lightning / 21% acid Arrows are used with bows to pierce your foes to death. |
174 alchemist agate 174 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. |
8 onyx 8 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 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
62 alchemist aquamarine 62 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
109 alchemist topaz 109 alchemist topaz0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 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 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. |
19 sapphire 19 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 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
8 topaz 8 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 When used as an alchemist bomb: Bomb thrown range +3 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
17 jade 17 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 When used as an alchemist bomb: Additional 0 slow damage Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 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 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
Arygas ArygasInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Changes stats: +8 Wil Damage when the wearer hits(melee): 15 dreamforge Damage when the wearer is hit: 26 dreamforge Changes resistances: +8% mind / +8% fire Critical mult.: +14.00% Mental save: +8 Maximum vim: +10.00 Spellpower: +10 Spell crit. chance: +1% Mindpower: +10 Mental crit. chance: +9% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. Coalpride the brass lanternCoalpride the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 6 acid Changes resistances: +6% acid Changes damage: +15% darkness Mental save: +6 Light radius: +2 See stealth: +6 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 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% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
12 ruby 12 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 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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 is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots of erosion (20/20, 42-50.4 power, 5 apr)barbed pouch of stralite shots of erosion (20/20, 42-50.4 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +9 nature / +12 bleed / +9 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots of purging (19/19, 45.5-54.6 power, 5 apr)pouch of stralite shots of purging (19/19, 45.5-54.6 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits(ranged): +13 nature Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of mindblast [power 189] (27/6 cooldown) dwarven-steel torque of mindblast [power 189] (27/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 94-189), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. hateful steel torque of charged psionic shield [power 51] (27/20 cooldown)hateful steel torque of charged psionic shield [power 51] (27/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 51 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. psionic stralite torque of kinetic psionic shield [power 101] (27/20 cooldown)psionic stralite torque of kinetic psionic shield [power 101] (27/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical and acid damage by 101 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
280 alchemist amethyst 280 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
21 amethyst 21 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Lorirand [power 159] (27/9 cooldown)Lorirand [power 159] (27/9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Stun/Freeze immunity: +25% Defense after a teleport: +15 It can be used to fire a beam of lightning (dam 53-159), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Porivena the Stormwire [power 6] (27/4 cooldown) Porivena the Stormwire [power 6] (27/4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 8 blight Changes resistances: +9% lightning Changes damage: +6% lightning Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Strike +3 Void Blast It can be used to light the area around you (rad 6), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking elven-wood wand of firewall [power 205] (27/6 cooldown) striking elven-wood wand of firewall [power 205] (27/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +4 Strike It can be used to creates a wall of flames lasting for 4 turns (dam 205 overall), placing all other charms into a 6 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 205] (27/6 cooldown) volcanic yew wand of conjuration [power 205] (27/6 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 102-205), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
13 quartz 13 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
100 alchemist zircon 100 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
21 amber 21 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Additional 1 lite damage Gems can be sold for money or used in arcane rituals. |
13 zircon 13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grinudedothel the Higher Alchemist level 18
51st Dusk 122nd year of Ascendancy at 13:40 see stats
Against all odds
Killed Ukruk in the ambush.By Grinudedothel the Higher Alchemist level 27
3rd Allure 123rd year of Ascendancy at 00:20 see stats
Bringer of Doom
Killed a Bringer of Doom.By Grinudedothel the Higher Alchemist level 12
26th Dusk 122nd year of Ascendancy at 14:44 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grinudedothel the Higher Alchemist level 11
6th Dusk 122nd year of Ascendancy at 05:26 see stats
Exterminator
Killed 1000 creatures.By Grinudedothel the Higher Alchemist level 17
50th Dusk 122nd year of Ascendancy at 06:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grinudedothel the Higher Alchemist level 18
51st Dusk 122nd year of Ascendancy at 13:11 see stats
Level 10
Got a character to level 10.By Grinudedothel the Higher Alchemist level 10
2nd Summertide 122nd year of Ascendancy at 10:19 see stats
Level 20
Got a character to level 20.By Grinudedothel the Higher Alchemist level 20
59th Haze 122nd year of Ascendancy at 20:15 see stats
Level 30
Got a character to level 30.By Grinudedothel the Higher Alchemist level 30
34th Regrowth 123rd year of Ascendancy at 20:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Grinudedothel the Higher Alchemist level 19
8th Haze 122nd year of Ascendancy at 22:47 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grinudedothel the Higher Alchemist level 29
7th Allure 123rd year of Ascendancy at 15:54 see stats
Size matters
Did over 600 damage in one attack.By Grinudedothel the Higher Alchemist level 28
4th Allure 123rd year of Ascendancy at 13:22 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Grinudedothel the Higher Alchemist level 18
51st Dusk 122nd year of Ascendancy at 13:40 see stats
The Arena
Unlocked Arena mode.By Grinudedothel the Higher Alchemist level 10
2nd Summertide 122nd year of Ascendancy at 10:20 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Grinudedothel the Higher Alchemist level 18
51st Dusk 122nd year of Ascendancy at 13:40 see stats
The secret city
Discovered the truth about mages.By Grinudedothel the Higher Alchemist level 14
32nd Dusk 122nd year of Ascendancy at 14:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Grinudedothel the Higher Alchemist level 26
2nd Wintertide 123rd year of Ascendancy at 22:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grinudedothel the Higher Alchemist level 19
50th Haze 122nd year of Ascendancy at 21:01 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Grinudedothel the Higher Alchemist level 26
2nd Allure 123rd year of Ascendancy at 01:35 see stats
Log
Grinudedothel hits Crimson ooze for 371 fire damage.
Grinudedothel hits Poison ooze for 371 fire damage.
Grinudedothel receives 39 healing from Alchemist garnet.
Fire drake's fire area effect hits Grinudedothel for 23 fire damage.
Fire drake's fire area effect hits Crimson ooze for 43 fire damage.
Fire drake's fire area effect hits War hound for 43 fire damage.
Fire drake's fire area effect hits Ritch flamespitter for 13 fire damage.
Grinudedothel killed Gloromira the crimson ooze!
War hound hits Grinudedothel for 165 physical damage.
Poison ooze splits in two!
Burning from Grinudedothel hits Poison ooze for 62 fire damage.
Ritch flamespitter uses Flamespit.
Burning from Grinudedothel hits Ritch flamespitter for 27 fire damage.
Ritch flamespitter hits Grinudedothel for 68 fire damage.
Burning from Grinudedothel hits Crimson ooze for 124 fire damage.
Burning from Grinudedothel killed Crimson ooze!
Fire drake's fire area effect hits Grinudedothel for 23 fire damage.
Fire drake's fire area effect hits War hound for 43 fire damage.
Fire drake's fire area effect hits Ritch flamespitter for 13 fire damage.
Grinudedothel uses Infusion: Regeneration.
Grinudedothel starts regenerating health quickly.
War hound hits Grinudedothel for 180 physical damage.
Burning from Grinudedothel hits Poison ooze for 112 fire damage.
Poison ooze splits in two!
Burning from Grinudedothel hits Poison ooze for 56 fire damage.
Ritch flamespitter uses Flamespit.
Burning from Grinudedothel hits Ritch flamespitter for 25 fire damage.
Ritch flamespitter hits Grinudedothel for 68 fire damage.
Saving game...
