Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Alchemist |
Level / Exp | 47 / 92% |
Size | big |
Lifes / Deaths | Killed by golem (servant of Akjin the Alchemist) at level 5 on the 4th Mirth 122nd year of Ascendancy at 21:56 0 / 8Killed by Layethra the greater gwelgoroth at level 26 on the 40th Regrowth 123rd year of Ascendancy at 19:15 Killed by Grand Corruptor at level 26 on the 41st Regrowth 123rd year of Ascendancy at 04:21 Killed by worm that walks at level 28 on the 65th Regrowth 123rd year of Ascendancy at 23:34 Killed by Massok the Dragonslayer at level 33 on the 73rd Pyre 123rd year of Ascendancy at 04:25 Killed by The Shade of Telos at level 36 on the 18th Dusk 123rd year of Ascendancy at 07:15 Killed by Drolem at level 37 on the 23rd Dusk 123rd year of Ascendancy at 16:21 Killed by Aurmaka the Crusher at level 45 on the 18th Pyre 124th year of Ascendancy at 08:23 |
Primary Stats
Strength | 39 (base 25) |
Dexterity | 14 (base 7) |
Constitution | 41 (base 30) |
Magic | 79 (base 60) |
Willpower | 36 (base 25) |
Cunning | 89 (base 66) |
Resources
Life | 1159/1159 |
Mana | 750/750 |
Healing Factor | 0.91 |
Regeneration | 0.2275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30.000000000001% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 26 |
See Invisible | 31 |
Offense: Mainhand
Damage | 99 |
Accuracy | 8 |
Crit Chance | 24% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 7 |
Accuracy | 8 |
Crit Chance | 24% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51.733333333333 |
Crit Chance | 70% |
Speed | 1 |
Offense: Mind
Mindpower | 36.72 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 32.311363519747 (30%) |
Defense | 28.355681759873 |
Ranged Defense | 28.355681759873 |
Fatigue | 12 |
Physical Save | 43.333333333333 |
Spell Save | 59.416666666667 |
Mental Save | 60.9375 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 50% |
Confusion Resistance | 100% |
Stun Resistance | 38% |
Instadeath Resistance | 100% |
Blind Resistance | 27% |
Inscriptions (6/6)
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 53.56 physical damage and 94.79 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 332 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 543 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1106% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Defensive Posture |
talent | Chant of Fortress |
talent | Acid Infusion |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you learnt talent Vitality (+1 level(s)). | 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 learnt talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you learnt talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by orc high pyromancer. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you learnt talent Spit Poison (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 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: 724. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. undeterred pair of drakeskin leather boots of speed (0 def, 5 armour) (On feet)] undeterred pair of drakeskin leather boots of speed (0 def, 5 armour)undeterred pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Silence immunity: +20% (-) Confusion immunity: +36% (-) Stun/Freeze immunity: +39% (-) Movement speed: +20% (-) A pair of boots made of leather. |
Quiver | [vs. 313 alchemist diamond (Quiver)] 313 alchemist diamond313 alchemist diamond 0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | [vs. watchleader's alchemist's lamp of clarity (Light source)] watchleader's alchemist's lamp of claritywatchleader's alchemist's lamp of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) (-) Blindness immunity: +27% (-) Confusion immunity: +15% (-) Light radius: +7 (-) See stealth: +26 (-) See invisible: +16 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. Crown of the Elements (0 def, 5 armour) (On head)] Crown of the Elements (0 def, 5 armour)Crown of the Elements (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Damage (Melee): 10(-) acid / 10(-) fire / 10(-) lightning / 10(-) cold Changes stats: +5(-) Con / +3(-) Wil Changes resistances: +15%(-) acid / +15%(-) fire / +15%(-) cold / +15%(-) lightning Changes damage: +8%(-) acid / +8%(-) fire / +8%(-) cold / +8%(-) lightning See invisible: +15 (-) This jeweled crown shimmers with colors. |
On hands | [vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)] Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 (-) Fatigue: +10% (-) Changes resistances: +20%(-) acid / +10%(-) physical Changes resistances cap: +10%(-) acid / +5%(-) physical Changes resistances penetration: +15%(-) acid / +15%(-) physical Changes damage: +10%(-) acid / +5%(-) physical Talents cooldown: Clinch (-2(-) turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | [vs. Xerodatira the Rotpower (dig speed 23 turns) (Tool)] Xerodatira the Rotpower (dig speed 23 turns)Xerodatira the Rotpower (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes stats: +2(-) Str / +2(-) Dex Changes resistances: +9%(-) acid / +3%(-) lightning Spell save: +6 (+2 eff.) (-) Movement speed: +10% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] mule's stralite ring of corrosion (+32%)mule's stralite ring of corrosion (+32%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% (-) Changes resistances: +32%(-) acid Changes damage: +16%(-) acid Maximum encumbrance: +22 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] solipsist's steel ring of corrosion (+24%)solipsist's steel ring of corrosion (+24%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+8%) Changes stats: +5 Cun / +5 Wil Changes resistances: +24%(-8%) acid Changes damage: +12%(-4%) acid Maximum encumbrance: +0 (-22) Mindpower: +6 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. clarifying gold amulet of healing (Around neck)] clarifying gold amulet of healingclarifying gold amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18%(-) mind Cut immunity: +50% (-) Confusion immunity: +25% (-) Healing mod.: +11% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 256 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | [vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] Telos Spire of Power (37-44.4 power, 4 apr, blight element)Telos Spire of Power (37-44.4 power, 4 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +8(-) Cun / +7(-) Mag Changes damage: +37%(-) acid / +37%(-) darkness / +37%(-) blight / +37%(-) cold / +37%(-) arcane / +37%(-) light Damage affinity(heal): +15%(-) acid / +15%(-) darkness / +15%(-) blight / +15%(-) cold / +15%(-) arcane / +15%(-) light Talents granted: +1.00(-) Command Staff Critical mult.: +30.00% (-) Spell save: +16 (+5 eff.) (-) Mental save: +16 (+5 eff.) (-) Confusion immunity: +40% (-) Vim when firing critical spell: +6.00 (-) Spellpower on spell critical (stacks up to 3 times): +7 (-) Maximum mana: +100.00 (-) Maximum vim: +50.00 (-) Spellpower: +30 (+8 eff.) (-) Spell crit. chance: +30% (-) Damage Resonance (when hit): +15% (-) It can be used to turn into a corrupted losgoroth (poison, disease, cut and confusion immune; converts half damage into life drain; does not require breath) for 10 turns, costing 15 power out of 15/15. Telos was an extremely powerful mage during the Age of Dusk, hated by his peers and feared by the common folk; he was hunted for a long while. He finally fell from his place of power, Telmur, but his spirit still lingers. Tap to cycle through comparison choices |
Around waist | [vs. Girdle of Preservation (Around waist)] Girdle of PreservationGirdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5(-) Con / +5(-) Wil Changes resistances: +15%(-) lightning / +15%(-) temporal / +15%(-) light / +15%(-) fire / +15%(-) nature / +15%(-) acid / +10%(-) physical / +15%(-) blight / +15%(-) cold / +10%(-) arcane / +15%(-) darkness Physical save: +15 (+5 eff.) (-) Spell save: +15 (+5 eff.) (-) Mental save: +15 (+4 eff.) (-) Confusion immunity: +20% (-) A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | [vs. Telos's Staff (Bottom Half) (In off hand, 1 of 2)] Telos's Staff (Bottom Half)Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% (-) When wielded/worn: Changes stats: +4(-) Mag Changes damage: +20%(-) acid / +20%(-) cold Critical mult.: +20.00% (-) Mental save: +8 (+2 eff.) (-) Confusion immunity: +20% (-) Maximum mana: +50.00 (-) Spell crit. chance: +8% (-) The bottom part of Telos' broken staff. Tap to cycle through comparison choices |
Cloak | [vs. Politha the Archunt (18 def, 0 armour) (Cloak)] Politha the Archunt (18 def, 0 armour)Politha the Archunt (18 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+9 eff.) (-) Changes stats: +3(-) Str / +2(-) Cun / +1(-) Con Changes resistances penetration: +14%(-) arcane / +10%(-) lightning Changes damage: +12%(-) arcane Critical mult.: +29.00% (-) Reduces incoming crit damage: 5.00% (-) Physical save: +14 (+5 eff.) (-) Spell save: +9 (+3 eff.) (-) Mental save: +12 (+3 eff.) (-) Maximum mana: +98.00 (-) Spellpower: +10 (+2 eff.) (-) Spell crit. chance: +4% (-) Light radius: +1 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. dreamer's cashmere robe of alchemy (2 def, 0 armour) (Main armor, 1 of 2)] dreamer's cashmere robe of alchemy (2 def, 0 armour)dreamer's cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes resistances: +13%(-) acid / +11%(-) physical / +10%(-) darkness / +11%(-) fire / +12%(-) mind / +15%(-) cold Changes damage: +8%(-) acid / +8%(-) physical / +10%(-) fire / +5%(-) cold Talents cooldown: Refit Golem (-3(-) turns) Physical save: +13 (+4 eff.) (-) Spell save: +12 (+4 eff.) (-) Mental save: +21 (+6 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
Inventory
[vs. Infusion: Healing [healing infusion of the sneak (heal 332)] (on body)] healing infusion of the wizard (heal 303)healing infusion of the wizard (heal 303) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303(-28) and cleanse 1 wound and poison effect. Its effects scale with your -Cunning, +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. |
[vs. Infusion: Healing [healing infusion of the sneak (heal 332)] (on body)] healing infusion of the wizard (heal 287)healing infusion of the wizard (heal 287) 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: 7(-2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 287(-44) and cleanse 1 wound and poison effect. Its effects scale with your -Cunning, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 494 over 5 turns) regeneration infusion of the sneak (heal 494 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 494 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. |
[vs. Infusion: Wild [wild infusion of the wizard (resist 13%; cure mental, physical)] (on body)] wild infusion of the sneak (resist 24%; cure magical, physical)wild infusion of the sneak (resist 24%; cure magical, physical) 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: 13(-3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical, physical or -mental effect and reduce all damage taken by 24%(+3%) for 5(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Magic, +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. |
[vs. Infusion: Movement [movement infusion of the sneak (806% speed; 5 turns)] (on body)] movement infusion of the psychic (451% speed; 7 turns)movement infusion of the psychic (451% speed; 7 turns) 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: melee/personal Cooldown: 18(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451%(-355%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7(+2) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Cunning, +Willpower 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. |
[vs. Infusion: Movement [movement infusion of the sneak (806% speed; 5 turns)] (on body)] movement infusion of the wizard (703% speed; 4 turns)movement infusion of the wizard (703% speed; 4 turns) 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: melee/personal Cooldown: 15(-2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703%(-103%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4(-1) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Cunning, +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. |
heroism infusion of the warrior (+13 for 13 turns, die at -390) heroism infusion of the warrior (+13 for 13 turns, die at -390)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 13 turns. While Heroism is active, you will only die when reaching -390 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
heroism infusion of the wizard (+21 for 11 turns, die at -673) heroism infusion of the wizard (+21 for 11 turns, die at -673)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -673 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 17; power 60; dur 5) phase door rune of the sneak (range 17; power 60; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 60%, your defense is increased by 60 and all your resistances by 60%. 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. |
phase door rune of the sneak (range 17; power 46; dur 4) phase door rune of the sneak (range 17; power 46; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. 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. |
phase door rune of the titan (range 9; power 27; dur 3) phase door rune of the titan (range 9; power 27; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
[vs. Rune: Shielding [shielding rune of the sneak (absorb 423 for 4 turns)] (on body, 1 of 3)] shielding rune of the titan (absorb 222 for 5 turns)shielding rune of the titan (absorb 222 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23(+6) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 222(-321) damage for 5(+1) turns. Its effects scale with your -Cunning, +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. Tap to cycle through comparison choices |
teleportation rune of the sneak (range 149) teleportation rune of the sneak (range 149)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. 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. |
teleportation rune of the wizard (range 130) teleportation rune of the wizard (range 130)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your 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. |
controlled phase door rune of the warrior (range 11) controlled phase door rune of the warrior (range 11)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] 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. |
[vs. clarifying gold amulet of healing (Around neck)] grounding gold amulet of the eclipsegrounding gold amulet of the eclipse Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 6 light / 5 darkness Effects when hit in melee: * 8% chance to inflict damage reduction * 8% chance to blind Changes resistances: +10% lightning / +0%(-18%) mind Changes damage: +7% light / +5% darkness Cut immunity: +0% (-50%) Confusion immunity: +0% (-25%) Stun/Freeze immunity: +23% Healing mod.: +0% (-11%) Amulets can have magical properties. |
[vs. clarifying gold amulet of healing (Around neck)] mindweaver's gold amulet of perfection (0.17 Spell / Energy alchemy,0.17 Spell / Frost alchemy)mindweaver's gold amulet of perfection (0.17 Spell / Energy alchemy,0.17 Spell / Frost alchemy) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +0%(-18%) mind Talent masteries: +0.17 Spell / Energy alchemy +0.17 Spell / Frost alchemy Mental save: +7 (+1 eff.) Cut immunity: +0% (-50%) Confusion immunity: +14% (-10%) Mindpower: +7 (+2 eff.) Healing mod.: +0% (-11%) Amulets can have magical properties. |
[vs. clarifying gold amulet of healing (Around neck)] savior's voratun amulet of manastreamingsavior's voratun amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +0%(-18%) mind Physical save: +17 (+5 eff.) Spell save: +14 (+3 eff.) Mental save: +25 (+6 eff.) Cut immunity: +0% (-50%) Confusion immunity: +0% (-25%) Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +27.00 Healing mod.: +0% (-11%) Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] wizard's copper ring of claritywizard's copper ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+8%) Changes stats: +2 Mag Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Spell save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +23% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] Gilekor the StormquillGilekor the Stormquill Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+8%) Changes stats: +6 Mag Changes resistances: +0%(-32%) acid Changes resistances penetration: +10% lightning Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Spell save: +12 (+3 eff.) Blindness immunity: +23% Infravision radius: +7 See stealth: +5 See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] sneakthief's steel ring of sensingsneakthief's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Fatigue: +0% (+8%) Changes stats: +5 Cun / +5 Dex Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] steel ring 'Glorebeth'steel ring 'Glorebeth' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+8%) Changes resistances: +0%(-32%) acid / +2% physical / +3% mind Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Confusion immunity: +15% Stun/Freeze immunity: +25% Life regen: +1.30 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] savage's gold ring of wardingsavage's gold ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+8%) Changes stats: +3 Con Changes resistances: +12%(-20%) acid / +12% fire / +17% lightning / +10% cold Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Spell save: +13 (+3 eff.) Maximum stamina: +16.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] titan's gold ring of tenacitytitan's gold ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+8%) Changes stats: +4 Con Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Physical save: +8 (+2 eff.) Disarm immunity: +20% Pinning immunity: +30% Knockback immunity: +26% Maximum life: +20.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] pixie's stralite ring of perseverancepixie's stralite ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: +0% (+8%) Changes stats: +5 Cun / +4 Mag Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Stun/Freeze immunity: +32% Life regen: +0.80 Spellpower: +9 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] rogue's stralite ring of wardingrogue's stralite ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Fatigue: +0% (+8%) Changes stats: +5 Cun Changes resistances: +12%(-20%) acid / +18% fire / +16% lightning / +17% cold Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] Glory of the PrideGlory of the Pride Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+10 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% (-7%) Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid / +8% physical Talent cooldown: Rush (-6 turns) Maximum encumbrance: +0 (-22) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] bloodstone ringbloodstone ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: +0% (+8%) Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Stun/Freeze immunity: +60% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] gladiator's voratun ring of lifegladiator's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+5 eff.) Fatigue: +0% (+8%) Changes stats: +8 Str / +10 Con Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Life regen: +2.00 Maximum life: +60.00 Healing mod.: +16% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] treant's voratun ring of perseverancetreant's voratun ring of perseverance Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: +0% (+8%) Changes resistances: +11% blight / +9% nature / +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Poison immunity: +25% Disease immunity: +23% Stun/Freeze immunity: +28% Life regen: +3.20 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's stralite ring of corrosion (+32%) (On fingers, 1 of 2)] voratun ring of speedvoratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +11 (+5 eff.) Fatigue: +0% (+8%) Changes resistances: +0%(-32%) acid Changes damage: +0%(-16%) acid Maximum encumbrance: +0 (-22) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] Blighted Maul (96-144 power, 22 apr)Blighted Maul (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0(+59.0 - +99.6) Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 (+18) Physical crit. chance: +10.0% Attack speed: 83% (-17%) On weapon hit: * 50% chance to disease (+50%) + Blasts creatures in a radius 1 shockwave around your target for 123.17 to 369.51 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes stats: +0(-8) Cun / +0(-7) Mag Changes damage: +0%(-37%) acid / +12% physical / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent granted: +0(+-1) Command Staff Critical mult.: +40.00% (+10.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Knockback immunity: +30% Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Damage Resonance (when hit): +0% (-15%) It can be used to knock away other craatures within radius 4), dealing 273.46 to 546.92 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] The Black Maul (70-105 power, 15 apr)The Black Maul (70-105 power, 15 apr) Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0(+33.0 - +60.6) Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 (+11) Physical crit. chance: +2.0% Attack speed: 100% (-) When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+15 eff.) Physical power: +12 (+4 eff.) Changes stats: +0(-8) Cun / +0(-7) Mag Changes damage: +0%(-37%) acid / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Damage Resonance (when hit): +0% (-15%) Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 254% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] inquisitor's voratun greatmaul of persecution (70-105 power, 4 apr)This item will automatically be transmogrified when you leave the level. inquisitor's voratun greatmaul of persecution (70-105 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0(+33.0 - +60.6) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.0% Attack speed: 100% (-) On weapon hit: * 33 arcane resource burn (+33) On weapon crit: + burns latent spell energy Damage against: +27% Unnatural When wielded/worn: Changes stats: +0(-7) Mag / +7 Wil / +0(-8) Cun Changes damage: +0%(-37%) acid / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Damage Resonance (when hit): +0% (-15%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] Butcher (48-67.2 power, 12 apr)Butcher (48-67.2 power, 12 apr) Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2(+11.0 - +22.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (+8) Physical crit. chance: +10.0% Attack speed: 100% (-) On weapon hit: + Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: + Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+14 eff.) Changes stats: +10 Str / +0(-7) Mag / +10 Wil / +7(-1) Cun Changes damage: +0%(-37%) acid / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Damage Resonance (when hit): +0% (-15%) Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] blazebringer's voratun waraxe of massacre (51.5-72.1 power, 6 apr)This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe of massacre (51.5-72.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 51.5 - 72.1(+14.5 - +27.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (+2) Physical crit. chance: +7.0% Attack speed: 100% (-) Burst (radius 2) on crit: +18 fire When wielded/worn: Changes stats: +0(-8) Cun / +0(-7) Mag Changes resistances penetration: +12% fire Changes damage: +0%(-37%) acid / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Global speed: +4% Damage Resonance (when hit): +0% (-15%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] elemental voratun waraxe of torment (41-57.4 power, 6 apr)This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of torment (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4(+4.0 - +13.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (+2) Physical crit. chance: +7.0% Attack speed: 100% (-) On weapon hit: + Random elemental explosion + 20% chance to torment the target When wielded/worn: Changes stats: +0(-8) Cun / +0(-7) Mag Changes resistances penetration: +12% acid / +12% darkness / +14% fire / +13% cold / +14% mind / +16% lightning Changes damage: +0%(-37%) acid / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Damage Resonance (when hit): +0% (-15%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 4)] flaming voratun dagger of shearing (37.5-48.75 power, 9 apr)This item will automatically be transmogrified when you leave the level. flaming voratun dagger of shearing (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8(+0.5 - +4.4) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+5) Physical crit. chance: +10.0% Attack speed: 100% (-) Burst (radius 1) on hit: +16 fire When wielded/worn: Armour penetration: +11 Changes stats: +0(-8) Cun / +0(-7) Mag Changes resistances penetration: +8% physical Changes damage: +0%(-37%) acid / +12% physical / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Damage Resonance (when hit): +0% (-15%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 4)] Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Oozing Heart (17-18.7 power, 25 apr, nature slow damage) Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7(-20.0 - -25.7) Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 (+21) Physical crit. chance: +7.0% Attack speed: 100% (-) Damage (Melee): +0 manaburn arcane When wielded/worn: Changes stats: +0(-7) Mag / +6 Wil / +2(-6) Cun Changes resistances: +12% arcane / +12% blight Changes damage: +15%(-22%) acid / +0%(-37%) darkness / +0%(-37%) light / +0%(-37%) blight / +0%(-37%) cold / +18% nature / +0%(-37%) arcane Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +15 (+4 eff.) (-1 (+0 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Mindpower: +12 (+4 eff.) Mental crit. chance: +8% Damage Resonance (when hit): +0% (-15%) It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 45.82 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 4)] living mindstar (16.5-18.15 power, 40 apr, nature damage)This item will automatically be transmogrified when you leave the level. living mindstar (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2(-20.5 - -26.2) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+36) Physical crit. chance: +5.0% Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-8) Cun / +0(-7) Mag Changes damage: +0%(-37%) acid / +0%(-37%) darkness / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) light Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) Spell crit. chance: +0% (-30%) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +0% (-15%) 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. Tap to cycle through comparison choices |
[vs. Telos Spire of Power (37-44.4 power, 4 apr, blight element) (In main hand, 1 of 2)] Storm FuryStorm Fury Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-4) Attack speed: 143% (+43%) Firing range: +10 When wielded/worn: Ranged Defense: +15 (+7 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7(-) Mag / +0(-8) Cun Changes resistances: +20% lightning Changes damage: +20% lightning / +0%(-37%) darkness / +0%(-37%) light / +0%(-37%) blight / +0%(-37%) cold / +0%(-37%) arcane / +0%(-37%) acid Damage affinity(heal): +0%(-15%) acid / +0%(-15%) darkness / +0%(-15%) blight / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) light Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-30.00%) Spell save: +0 (+0 eff.) (-16 (-5 eff.)) Mental save: +0 (+0 eff.) (-16 (-5 eff.)) Confusion immunity: +0% (-40%) Vim when firing critical spell: +0.00 (-6.00) Spellpower on spell critical (stacks up to 3 times): +0 (-7) Maximum mana: +0.00 (-100.00) Maximum vim: +0.00 (-50.00) Spellpower: +20 (+5 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-30%) Movement speed: +10% Damage Resonance (when hit): +0% (-15%) Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. Tap to cycle through comparison choices |
[vs. Telos's Staff (Bottom Half) (In off hand, 1 of 2)] Blightstopper (18 def, 12 armour, 240 block)Blightstopper (18 def, 12 armour, 240 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Attack speed: inf% (inf%) When wielded/worn: Armour: +12 Defense: +18 (+9 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes stats: +0(-4) Mag Changes resistances: +35% blight / +15% nature Changes damage: +0%(-20%) acid / +0%(-20%) cold Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Critical mult.: +0.00% (-20.00%) Spell save: +24 (+6 eff.) Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Disease immunity: +60% Confusion immunity: +0% (-20%) Maximum mana: +0.00 (-50.00) Spell crit. chance: +0% (-8%) It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. Tap to cycle through comparison choices |
[vs. Telos's Staff (Bottom Half) (In off hand, 1 of 2)] crackling voratun shield of crushing (12 def, 3 armour, 213 block)This item will automatically be transmogrified when you leave the level. crackling voratun shield of crushing (12 def, 3 armour, 213 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Attack speed: inf% (inf%) When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze Changes stats: +4 Dex / +0(-4) Mag Changes resistances: +20% lightning Changes damage: +0%(-20%) acid / +0%(-20%) cold Talent granted: +5 Block Critical mult.: +0.00% (-20.00%) Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Confusion immunity: +0% (-20%) Maximum mana: +0.00 (-50.00) Spell crit. chance: +0% (-8%) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. dreamer's cashmere robe of alchemy (2 def, 0 armour) (Main armor, 1 of 2)] Black Robe (6 def, 0 armour)Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +6 (+3 eff.) (+4 (+2 eff.)) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +0%(-13%) acid / +0%(-11%) physical / +0%(-10%) darkness / +0%(-11%) fire / +0%(-12%) mind / +0%(-15%) cold Changes damage: +0%(-8%) acid / +0%(-8%) physical / +0%(-10%) fire / +0%(-5%) cold Talent cooldown: Refit Golem ((+0(+3) turn) Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Spell save: +25 (+7 eff.) (+13 (+3 eff.)) Mental save: +0 (+0 eff.) (-21 (-6 eff.)) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. Tap to cycle through comparison choices |
[vs. dreamer's cashmere robe of alchemy (2 def, 0 armour) (Main armor, 1 of 2)] The Untouchable (14 def, 12 armour)The Untouchable (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 Armour: +12 Defense: +14 (+7 eff.) (+12 (+6 eff.)) Changes stats: +8 Cun Changes resistances: +0%(-13%) acid / +0%(-11%) physical / +0%(-10%) darkness / +0%(-11%) fire / +0%(-12%) mind / +0%(-15%) cold Changes damage: +0%(-8%) acid / +0%(-8%) physical / +0%(-10%) fire / +0%(-5%) cold Talent cooldown: Refit Golem ((+0(+3) turn) Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-21 (-6 eff.)) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the 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. Tap to cycle through comparison choices |
[vs. dreamer's cashmere robe of alchemy (2 def, 0 armour) (Main armor, 1 of 2)] Masochism (0 def, 0 armour)Masochism (0 def, 0 armour) Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Changes resistances: +0%(-13%) acid / +0%(-11%) physical / +0%(-10%) darkness / +0%(-11%) fire / +0%(-12%) mind / +0%(-15%) cold Changes damage: +0%(-8%) acid / +0%(-8%) physical / +0%(-10%) fire / +0%(-5%) cold Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Talent cooldown: Refit Golem ((+0(+3) turn) Physical save: +10 (+3 eff.) (-3 (-1 eff.)) Spell save: +10 (+3 eff.) (-2 (+0 eff.)) Mental save: +10 (+3 eff.) (-11 (-3 eff.)) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 293.29 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. Tap to cycle through comparison choices |
[vs. dreamer's cashmere robe of alchemy (2 def, 0 armour) (Main armor, 1 of 2)] Molten Skin (15 def, 12 armour)Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+7 eff.) (+13 (+6 eff.)) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +0%(-13%) acid / +0%(-11%) physical / +12% light / +0%(-10%) darkness / +20%(+9%) fire / +0%(-12%) mind / -5%(-20%) cold Changes resistances penetration: +10% light / +15% fire Changes damage: +0%(-8%) acid / +0%(-8%) physical / +5% light / +20%(+10%) fire / +0%(-5%) cold / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Talent cooldown: Refit Golem ((+0(+3) turn) Critical mult.: +20.00% Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-21 (-6 eff.)) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 144.05 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. Tap to cycle through comparison choices |
[vs. dreamer's cashmere robe of alchemy (2 def, 0 armour) (Main armor, 1 of 2)] spiked drakeskin leather armour of resilience (5 def, 8 armour)This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of resilience (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) (+3 (+1 eff.)) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +0%(-13%) acid / +0%(-11%) physical / +0%(-10%) darkness / +0%(-11%) fire / +0%(-12%) mind / +0%(-15%) cold Changes damage: +0%(-8%) acid / +0%(-8%) physical / +0%(-10%) fire / +0%(-5%) cold Talent cooldown: Refit Golem ((+0(+3) turn) Physical save: +0 (+0 eff.) (-13 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-21 (-6 eff.)) Maximum life: +45.00 A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. Girdle of Preservation (Around waist)] Neira's MemoryNeira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5(-) Wil / +2 Cun / +0(-5) Con Changes resistances: +0%(-15%) lightning / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) fire / +0%(-15%) nature / +0%(-15%) acid / +0%(-10%) physical / +0%(-15%) blight / +0%(-15%) cold / +0%(-10%) arcane / +0%(-15%) darkness Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-15 (-4 eff.)) Confusion immunity: +30% (+10%) Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 297, based on Magic) for 10 turns, costing 20 power out of 20/20. 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. |
[vs. Politha the Archunt (18 def, 0 armour) (Cloak)] Destala's Scales (10 def, 0 armour)Destala's Scales (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) (-8 (-4 eff.)) Changes stats: +0(-3) Str / +6(+4) Cun / +0(-1) Con Changes resistances penetration: +10% acid / +0%(-14%) arcane / +0%(-10%) lightning Changes damage: +15% acid / +0%(-12%) arcane Talent mastery: +0.20 Wild-gift / Venom drake aspect Critical mult.: +0.00% (-29.00%) Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-14 (-5 eff.)) Spell save: +0 (+0 eff.) (-9 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Maximum mana: +0.00 (-98.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-4%) Mindpower: +6 (+2 eff.) Light radius: +0 (-1) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 41% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
[vs. Politha the Archunt (18 def, 0 armour) (Cloak)] Gloraba the elven-silk cloak (3 def, 0 armour)Gloraba the elven-silk cloak (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) (-15 (-7 eff.)) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 mind / 12 acid Changes stats: +9(+6) Str / +6 Dex / +5 Mag / +5 Wil / +0(-2) Cun / +10(+9) Con Changes resistances: +3% mind Changes resistances penetration: +0%(-14%) arcane / +0%(-10%) lightning Changes damage: +3% acid / +0%(-12%) arcane Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.40 Technique / Combat training Critical mult.: +0.00% (-29.00%) Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-14 (-5 eff.)) Spell save: -30 (-10 eff.) (-39 (-13 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Stamina each turn: +1.50 Mana each turn: -0.60 Maximum mana: +0.00 (-98.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +8% (+4%) Light radius: +0 (-1) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. undeterred pair of drakeskin leather boots of speed (0 def, 5 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-4) Defense: +2 (+1 eff.) Fatigue: +2% (-3%) Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Silence immunity: +0% (-20%) Confusion immunity: +0% (-36%) Stun/Freeze immunity: +0% (-39%) Movement speed: +0% (-20%) It can be used to boost speed by 64% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. Crown of the Elements (0 def, 5 armour) (On head)] cashmere wizard hat 'Manayathad' (2 def, 4 armour)cashmere wizard hat 'Manayathad' (2 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-1) Defense: +2 (+1 eff.) Fatigue: +0% (-5%) Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 0(-10) acid / 0(-10) fire / 0(-10) cold / 0(-10) lightning Changes stats: +0(-5) Con / +0(-3) Wil Changes resistances: +21%(+6%) acid / +1% physical / +0%(-15%) fire / +0%(-15%) cold / +0%(-15%) lightning Changes damage: +20%(+12%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
[vs. Crown of the Elements (0 def, 5 armour) (On head)] aegis elven-silk wizard hat of knowledge (3 def, 0 armour)This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +0 (-5) Defense: +3 (+1 eff.) Fatigue: +0% (-5%) Damage (Melee): 0(-10) acid / 0(-10) fire / 0(-10) cold / 0(-10) lightning Changes stats: +7(+4) Wil / +6 Cun / +0(-5) Con Changes resistances: +0%(-15%) acid / +0%(-15%) fire / +0%(-15%) cold / +0%(-15%) lightning Changes damage: +0%(-8%) acid / +0%(-8%) fire / +0%(-8%) cold / +0%(-8%) lightning Life regen: +5.40 Mindpower: +4 (+1 eff.) See invisible: +0 (-15) Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 10 agate10 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Armour: +0 (-5) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +0%(-5%) all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 12 spinel12 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +2 (+1 eff.) Changes resistances: +0%(-5%) all Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +2 (+1 eff.) Changes resistances: +0%(-5%) all Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 15 ametrine15 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 15 citrine15 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Light radius: +1 Infravision radius: +2 When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 15 zircon15 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 (-4) Changes resistances: +1%(-4%) all When used to imbue an object: Armour: +1 (-4) Changes resistances: +1%(-4%) all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 11 aquamarine11 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 (-3) Changes resistances: +2%(-3%) all When used to imbue an object: Armour: +2 (-3) Changes resistances: +2%(-3%) all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 13 opal13 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +0 (-5) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-5%) all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 18 topaz18 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +0 (-5) Defense: +4 (+2 eff.) Changes resistances: +0%(-5%) all Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +4 (+2 eff.) Changes resistances: +0%(-5%) all Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 12 amethyst12 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 14 onyx14 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Armour: +0 (-5) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +0%(-5%) all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 18 lapis lazuli18 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Armour: +0 (-5) Defense: +6 (+3 eff.) Changes resistances: +0%(-5%) all Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +6 (+3 eff.) Changes resistances: +0%(-5%) all Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 17 emerald17 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 (-2) Changes resistances: +3%(-2%) all When used to imbue an object: Armour: +3 (-2) Changes resistances: +3%(-2%) all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 22 garnet22 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 21 quartz21 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +30% When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 42 sapphire42 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Armour: +0 (-5) Defense: +8 (+4 eff.) Changes resistances: +0%(-5%) all Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +8 (+4 eff.) Changes resistances: +0%(-5%) all Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 43 jade43 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 (-1) Changes resistances: +4%(-1%) all When used to imbue an object: Armour: +4 (-1) Changes resistances: +4%(-1%) all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 37 turquoise37 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all See stealth: +10 See invisible: +10 When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 25 ruby25 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Armour: +0 (-5) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +0%(-5%) all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 38 amber38 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 43 bloodstone43 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +60% When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 57 fire opal57 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 55 diamond55 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +0 (-5) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +0%(-5%) all When used to imbue an object: Armour: +0 (-5) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +0%(-5%) all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 46 moonstone46 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +0 (-5) Defense: +10 (+4 eff.) Changes resistances: +0%(-5%) all Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Armour: +0 (-5) Defense: +10 (+4 eff.) Changes resistances: +0%(-5%) all Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] 49 pearl49 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 (-) Changes resistances: +5%(-) all When used to imbue an object: Armour: +5 (-) Changes resistances: +5%(-) all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. pearl (Socketed Gems of golem (servant of Akjin the Alchemist), 1 of 2)] Atamathon's Lost Ruby EyeAtamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +12% fire When used to imbue an object: Armour: +0 (-5) Changes resistances: +0%(-5%) all Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. Tap to cycle through comparison choices |
[vs. 313 alchemist diamond (Quiver)] 159 alchemist agate159 alchemist agate 0.00 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. |
[vs. 313 alchemist diamond (Quiver)] 47 alchemist spinel47 alchemist spinel 0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
[vs. 313 alchemist diamond (Quiver)] 61 alchemist ametrine61 alchemist ametrine 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
[vs. 313 alchemist diamond (Quiver)] 31 alchemist citrine31 alchemist citrine 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
[vs. 313 alchemist diamond (Quiver)] 59 alchemist zircon59 alchemist zircon 0.00 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. |
[vs. 313 alchemist diamond (Quiver)] 49 alchemist aquamarine49 alchemist aquamarine 0.00 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. |
[vs. 313 alchemist diamond (Quiver)] 65 alchemist topaz65 alchemist topaz 0.00 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. |
[vs. 313 alchemist diamond (Quiver)] 53 alchemist amethyst53 alchemist amethyst 0.00 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. |
[vs. 313 alchemist diamond (Quiver)] 18 alchemist onyx18 alchemist onyx 0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
[vs. 313 alchemist diamond (Quiver)] 60 alchemist lapis lazuli60 alchemist lapis lazuli 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
[vs. 313 alchemist diamond (Quiver)] 71 alchemist garnet71 alchemist garnet 0.00 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. |
[vs. 313 alchemist diamond (Quiver)] 112 alchemist jade112 alchemist jade 0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
[vs. 313 alchemist diamond (Quiver)] 56 alchemist ruby56 alchemist ruby 0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
[vs. 313 alchemist diamond (Quiver)] 70 alchemist bloodstone70 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
[vs. watchleader's alchemist's lamp of clarity (Light source)] Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Mental save: +0 (+0 eff.) (-8 (-2 eff.)) Blindness immunity: +0% (-27%) Confusion immunity: +0% (-15%) Spellpower: +12 (+3 eff.) Light radius: +6 (-1) See stealth: +0 (-26) See invisible: +0 (-16) It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 43.52 cold damage and 28.93 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 516.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Achievements
By Akjin the Alchemist the Ogre Alchemist level 30
6th Pyre 123rd year of Ascendancy at 01:55 see stats
By Akjin the Alchemist the Ogre Alchemist level 25
33rd Regrowth 123rd year of Ascendancy at 13:43 see stats
By Akjin the Alchemist the Ogre Alchemist level 29
4th Pyre 123rd year of Ascendancy at 02:44 see stats
By Akjin the Alchemist the Ogre Alchemist level 38
62nd Haze 123rd year of Ascendancy at 20:36 see stats
By Akjin the Alchemist the Ogre Alchemist level 32
29th Pyre 123rd year of Ascendancy at 15:14 see stats
By Akjin the Alchemist the Ogre Alchemist level 37
24th Dusk 123rd year of Ascendancy at 20:33 see stats
By Akjin the Alchemist the Ogre Alchemist level 32
21st Pyre 123rd year of Ascendancy at 15:33 see stats
By Akjin the Alchemist the Ogre Alchemist level 16
59th Dusk 122nd year of Ascendancy at 22:01 see stats
By Akjin the Alchemist the Ogre Alchemist level 42
29th Regrowth 124th year of Ascendancy at 23:51 see stats
By Akjin the Alchemist the Ogre Alchemist level 10
8th Flare 122nd year of Ascendancy at 04:56 see stats
By Akjin the Alchemist the Ogre Alchemist level 42
51st Regrowth 124th year of Ascendancy at 01:55 see stats
By Akjin the Alchemist the Ogre Alchemist level 31
17th Pyre 123rd year of Ascendancy at 16:52 see stats
By Akjin the Alchemist the Ogre Alchemist level 42
30th Regrowth 124th year of Ascendancy at 03:45 see stats
By Akjin the Alchemist the Ogre Alchemist level 16
60th Dusk 122nd year of Ascendancy at 04:27 see stats
By Akjin the Alchemist the Ogre Alchemist level 38
64th Dusk 123rd year of Ascendancy at 09:24 see stats
By Akjin the Alchemist the Ogre Alchemist level 27
61st Regrowth 123rd year of Ascendancy at 20:29 see stats
By Akjin the Alchemist the Ogre Alchemist level 45
18th Pyre 124th year of Ascendancy at 09:54 see stats
By Akjin the Alchemist the Ogre Alchemist level 43
52nd Regrowth 124th year of Ascendancy at 00:40 see stats
By Akjin the Alchemist the Ogre Alchemist level 43
2nd Pyre 124th year of Ascendancy at 11:15 see stats
By Akjin the Alchemist the Ogre Alchemist level 25
33rd Regrowth 123rd year of Ascendancy at 11:11 see stats
By Akjin the Alchemist the Ogre Alchemist level 10
2nd Summertide 122nd year of Ascendancy at 08:12 see stats
By Akjin the Alchemist the Ogre Alchemist level 20
10th Decay 122nd year of Ascendancy at 02:50 see stats
By Akjin the Alchemist the Ogre Alchemist level 30
4th Pyre 123rd year of Ascendancy at 02:44 see stats
By Akjin the Alchemist the Ogre Alchemist level 40
6th Allure 124th year of Ascendancy at 08:25 see stats
By Akjin the Alchemist the Ogre Alchemist level 38
75th Dusk 123rd year of Ascendancy at 15:34 see stats
By Akjin the Alchemist the Ogre Alchemist level 44
16th Pyre 124th year of Ascendancy at 00:10 see stats
By Akjin the Alchemist the Ogre Alchemist level 17
68th Dusk 122nd year of Ascendancy at 14:16 see stats
By Akjin the Alchemist the Ogre Alchemist level 25
20th Regrowth 123rd year of Ascendancy at 13:46 see stats
By Akjin the Alchemist the Ogre Alchemist level 37
41st Dusk 123rd year of Ascendancy at 13:14 see stats
By Akjin the Alchemist the Ogre Alchemist level 15
54th Dusk 122nd year of Ascendancy at 13:08 see stats
By Akjin the Alchemist the Ogre Alchemist level 31
18th Pyre 123rd year of Ascendancy at 01:10 see stats
By Akjin the Alchemist the Ogre Alchemist level 25
33rd Regrowth 123rd year of Ascendancy at 13:43 see stats
By Akjin the Alchemist the Ogre Alchemist level 8
8th Mirth 122nd year of Ascendancy at 09:28 see stats
By Akjin the Alchemist the Ogre Alchemist level 25
33rd Regrowth 123rd year of Ascendancy at 13:43 see stats
By Akjin the Alchemist the Ogre Alchemist level 18
55th Haze 122nd year of Ascendancy at 06:59 see stats
By Akjin the Alchemist the Ogre Alchemist level 45
20th Pyre 124th year of Ascendancy at 15:31 see stats
By Akjin the Alchemist the Ogre Alchemist level 16
63rd Dusk 122nd year of Ascendancy at 08:03 see stats
By Akjin the Alchemist the Ogre Alchemist level 33
55th Pyre 123rd year of Ascendancy at 06:13 see stats
By Akjin the Alchemist the Ogre Alchemist level 30
9th Pyre 123rd year of Ascendancy at 19:38 see stats
By Akjin the Alchemist the Ogre Alchemist level 19
5th Decay 122nd year of Ascendancy at 13:07 see stats
By Akjin the Alchemist the Ogre Alchemist level 45
18th Pyre 124th year of Ascendancy at 08:24 see stats
By Akjin the Alchemist the Ogre Alchemist level 29
1st Pyre 123rd year of Ascendancy at 23:22 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Fire imp spits flames!
Ran for 3 turns (stop reason: taken damage).
Akjin the Alchemist resonates with the damage.
Fire imp hits Akjin the Alchemist for 26 fire damage.
Akjin the Alchemist casts Throw Bomb.
Akjin the Alchemist's spell attains critical power!
Akjin the Alchemist is surging arcane power.
Akjin the Alchemist hits Fire imp for 1571 acid damage.
Akjin the Alchemist killed Fire imp!
Resting starts...
Talent Throw Bomb is ready to use.
Akjin the Alchemist is no longer resonating.
Akjin the Alchemist is no longer surging arcane power.
Rested for 39 turns (stop reason: all resources and life at maximum).
Ran for 51 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Portal: The Sanctum here (press '' or right click to use).
Ran for 39 turns (stop reason: at exit).
Akjin the Alchemist deactivates Acid Infusion.
Akjin the Alchemist deactivates Defensive Posture.
Akjin the Alchemist deactivates Chant of Fortress.