Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Items Vault 1.3.0Donators/Buyers bonus! Monk 1.1.5Monk for versions b42 and above. Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Adventurer Plus Addon 1.1.5Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Male |
Race | Ghoul |
Class | Bulwark |
Level / Exp | 141 / 67% |
Size | medium |
Lifes / Deaths | Killed by trt at level 18 on the 6th Dusk 122nd year of Ascendancy at 14:22 / 7Killed by trt at level 19 on the 6th Dusk 122nd year of Ascendancy at 16:10 Killed by trt at level 19 on the 6th Dusk 122nd year of Ascendancy at 17:25 Killed by trt at level 23 on the 7th Dusk 122nd year of Ascendancy at 14:57 Killed by Ianan the halfling at level 42 on the 59th Dusk 122nd year of Ascendancy at 01:20 Killed by Ianan the halfling at level 42 on the 59th Dusk 122nd year of Ascendancy at 02:29 Killed by mucus ooze at level 64 on the 49th Regrowth 123rd year of Ascendancy at 13:31 |
Primary Stats
Strength | 232 (base 100) |
Dexterity | 168 (base 87) |
Constitution | 192 (base 75) |
Magic | 81 (base 25) |
Willpower | 116 (base 71) |
Cunning | 187 (base 73) |
Resources
Life | 10889/11571 |
Stamina | 685/685 |
Healing Factor | 1.22 |
Regeneration | 41.049371118111 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 50 |
See Stealth | 38 |
See Invisible | 53 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 580 |
Accuracy | 121 |
Crit Chance | 245% |
APR | 60 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 72.75 |
Crit Chance | 77% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 86 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 318.68874720323 (100%) |
Defense | 118.19152792733 |
Ranged Defense | 120.44988108057 |
Fatigue | 0 |
Physical Save | 141.8 |
Spell Save | 125.92142857143 |
Mental Save | 112.00833333333 |
Defense: Resistances
All | + 41%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 71% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 100% |
Silence Resistance | 38% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 83% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 59.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 130 damage for 5 turns. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
Technique / Combat techniques | 1.30 |
| 13/5 |
| 14/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 13/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Combat veteran | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 3/5 |
Technique / Shield defense | 1.84 |
| 13/5 |
| 1/5 |
| 14/5 |
| 13/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Undead / Ghoul | 1.30 |
| 5/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.90 |
| 13/5 |
| 13/5 |
| 2/5 |
| 14/5 |
| 0/5 |
| 13/5 |
| 13/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
talent | Shattering Impact |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 536. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Isyriavea (40 def, 27 armour) Isyriavea (40 def, 27 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +27 Defense: +40 (+6 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -5% Changes stats: +13 Mag / +4 Cun / +6 Con Changes resistances: +23% acid / +4% physical / +6% light / +3% darkness / +11% fire / +14% cold / +17% lightning Changes damage: +8% acid / +8% blight Maximum encumbrance: +38 Physical save: +73 (+9 eff.) Spell save: +50 (+7 eff.) Mental save: +64 (+10 eff.) Disease immunity: +38% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +48% Teleport immunity: +20% Life regen: +4.40 Mana each turn: +0.04 Spellpower: +8 (+2 eff.) Lowers spell cool-downs by: 10% Infravision radius: +6 Healing mod.: +22% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 58 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Quiver | pouch of voratun shots 'Khelaran' (665/665, 116.5-139.8 power, 53 apr) pouch of voratun shots 'Khelaran' (665/665, 116.5-139.8 power, 53 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 116.5 - 139.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +53 Physical crit. chance: +25.0% Capacity: 665 Turns elapse between self-loadings: -6 On weapon hit: * 60% chance to disease * 20% chance to curse the target * 10% chance to knock the target back * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +20 lightning / +45 physical / +122 darkness / +44 blight / +20 bleed / +17 mind / +39 insidious poison Burst (radius 1) on hit: +24 physical Burst (radius 2) on crit: +8 blight / +8 physical Damage against: +59% Living When wielded/worn: Ammo reloads per turn: +8 Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Cracklefear' alchemist's lamp 'Cracklefear'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Defense: +8 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +12 Mag / +1 Wil / +22 Cun / +7 Con Changes resistances: +21% blight / +1% physical / +22% darkness / +3% lightning Changes damage: +10% light Damage affinity(heal): +5% light Critical mult.: +10.00% Physical save: +16 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +36 (+6 eff.) Blindness immunity: +38% Confusion immunity: +15% Life regen: +5.00 Stamina each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +64.00 Spellpower: +29 (+7 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Light radius: -7 Infravision radius: +26 See stealth: +30 See invisible: +41 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Lightwolf the voratun helm (24 def, 11 armour) Lightwolf the voratun helm (24 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +23 (+3 eff.) Armour: +11 Defense: +24 (+4 eff.) Fatigue: +5% Effects on melee hit: * 49% chance to blind * 49% chance to gain 10% of a turn Effects when hit in melee: * 39% chance to gain 10% of a turn Damage when hit (Melee): 4 light Changes stats: +9 Str / +8 Dex / +5 Wil / +20 Cun Changes resistances: +15% acid / +15% temporal / +30% cold / +30% fire / +28% lightning Changes resistances penetration: +10% light / +10% temporal Mindpower: +4 (+1 eff.) Light radius: +1 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Sulfurborn (0 def, 21 armour) Sulfurborn (0 def, 21 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +24 (+3 eff.) Armour: +21 Armour Hardiness: +8% Effects on melee hit: * 19% chance to cause random gloom * Slows global speed by 40% Damage (Melee): 27 mind / 26 darkness Damage when hit (Melee): 8 fire Changes stats: +8 Str / +7 Con Changes resistances: +6% fire / +9% nature / +8% physical Changes damage: +9% fire Mental save: -1 (+0 eff.) Maximum life: +57.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Cindervein the voratun pickaxe (dig speed 1 turns) Cindervein the voratun pickaxe (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +15.0% Physical power: +18 (+2 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: -10% Changes stats: +18 Str / +6 Dex / +11 Wil / +3 Cun Changes resistances: +19% fire / +35% darkness / +9% physical Changes damage: +9% light / +9% fire Damage affinity(heal): +15% darkness Critical mult.: +20.00% Psi when hit: +0.08 Maximum psi: +30.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +19% Infravision radius: +9 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Nerossra the Kilnbearer Nerossra the KilnbearerPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +13 Physical power: +8 (+1 eff.) Defense: +13 (+2 eff.) Changes stats: +8 Dex / +6 Mag / +7 Wil / +20 Cun / +7 Con Changes resistances: +6% fire / +30% nature / +17% temporal Changes resistances penetration: +5% fire Changes damage: +15% temporal / +3% fire / +15% nature / +7% all Physical save: +14 (+2 eff.) Spellpower: +25 (+6 eff.) Mindpower: +22 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | steel ring 'Getenarindur' steel ring 'Getenarindur'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +8 (+1 eff.) Armour: +8 Effects on melee hit: * 40% chance to blind Effects on ranged hit: * 39% chance to blind Changes stats: +6 Str / +4 Mag / +5 Cun Changes resistances: +18% acid / +18% fire / +17% lightning / +17% cold Physical save: +16 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +29% Pinning immunity: +5% Stun/Freeze immunity: +10% Psi when hit: +0.04 Spellpower: +9 (+2 eff.) Mental crit. chance: +3% Infravision radius: +5 See stealth: +8 See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
Around neck | Mayelrana MayelranaPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +7 Defense: +11 (+2 eff.) Fatigue: -17% Damage (Melee): 24 light / 23 darkness Effects when hit in melee: * 26% chance to blind * 26% chance to inflict damage reduction Damage when hit (Melee): 28 blight Changes stats: +9 Dex / +7 Mag / +5 Wil / +9 Cun / +9 Con Changes resistances: +52% darkness / +25% fire / +49% light / +26% cold Changes resistances cap: +6% all Changes resistances penetration: +15% mind Changes damage: +7% acid / +26% light / +8% cold / +19% blight / +21% fire / +8% lightning / +21% darkness Talent masteries: +0.34 Technique / Shield defense +0.34 Cunning / Dirty fighting Critical mult.: +41.00% Physical save: +84 (+10 eff.) Spell save: +96 (+14 eff.) Mental save: +74 (+12 eff.) Blindness immunity: +84% Confusion immunity: +18% Life regen: +5.10 Stamina each turn: +1.30 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +30.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +6% Mindpower: +13 (+3 eff.) Movement speed: +10% Damage Shield penetration: +20% Amulets can have magical properties. |
In main hand | Charguile the voratun longsword (74-103.6 power, 6 apr) Charguile the voratun longsword (74-103.6 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 74.0 - 103.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 125% On weapon hit: * 40% chance to gain 10% of a turn * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +14 darkness / +13 mind Burst (radius 2) on crit: +29 ice Damage against: +20% Living When wielded/worn: Accuracy: +39 (+6 eff.) Physical crit. chance: +45.0% Physical power: +27 (+3 eff.) Armour: +15 Damage when hit (Melee): 8 blight Changes stats: +5 Str / +13 Dex / +3 Mag / +1 Wil / +2 Con Changes resistances: +10% all Changes resistances penetration: +25% fire / +15% cold / +13% nature / +10% temporal Changes damage: +3% temporal / +9% physical Stamina when hit: +2.20 Light radius: +2 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Around waist | Unlightvalor the drakeskin leather belt Unlightvalor the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Defense: +43 (+6 eff.) Effects on melee hit: * 20% chance to disease * 15% chance to inflict damage reduction Damage when hit (Melee): 8 lightning / 4 blight Changes stats: +5 Dex / +6 Cun / +6 Con Changes resistances: +20% lightning / +14% temporal / +15% light / +6% blight / +30% darkness Changes resistances penetration: +10% blight Changes damage: +3% darkness / +6% blight Stealth bonus: +27 Physical save: +10 (+1 eff.) Mental save: +13 (+2 eff.) Mindpower: +19 (+4 eff.) Mental crit. chance: +13% A belt that goes around your waist. |
In off hand | Salana the Taintshaper (12 def, 36 armour, 90-108 power, 529.5 block) Salana the Taintshaper (12 def, 36 armour, 90-108 power, 529.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 90.0 - 108.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +530 On weapon hit: * 40% chance to gain 10% of a turn * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +33 acid / +40 temporal / +15 lightning When wielded/worn: Physical crit. chance: +12.0% Physical power: +17 (+2 eff.) Armour: +36 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% * 15% chance to cause random gloom Effects when hit in melee: * 40% chance to corrode armour * 17% chance to daze * 35% chance to cause random gloom Damage when hit (Melee): 4 nature / 18 temporal Changes stats: +6 Dex / +32 Con Changes resistances: +44% acid / +22% temporal / +12% fire / +30% cold / +20% lightning Maximum wards: +24 lightning / +23 temporal / +23 blight / +23 fire / +22 cold Changes resistances penetration: +5% nature / +15% fire Changes damage: +9% nature / +9% acid Talents granted: +4 Ward +5 Block Physical save: +44 (+6 eff.) It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (419) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | Cinderbender the elven-silk cloak (36 def, 9 armour) Cinderbender the elven-silk cloak (36 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +22 (+3 eff.) Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +3 (+0 eff.) Armour: +9 Defense: +36 (+5 eff.) Fatigue: -7% Changes stats: +20 Str / +19 Dex / +5 Mag / +13 Wil / +21 Cun / +20 Con Changes resistances: +10% acid / +28% temporal / +30% darkness / +25% light / +53% fire / +10% lightning / +9% cold Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Critical mult.: +3.00% Stealth bonus: +15 Physical save: +79 (+10 eff.) Spell save: +10 (+1 eff.) Mental save: +24 (+4 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -60.00 life Maximum life: +305.00 Maximum mana: +73.00 Mental crit. chance: +8% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Deleroddantir the Murksever (23 def, 53 armour) Deleroddantir the Murksever (23 def, 53 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +53 Defense: +23 (+4 eff.) Fatigue: +0% Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire / 12 light / 12 physical Changes stats: +8 Str / +4 Dex / +4 Wil / +6 Cun / +3 Con Changes resistances: +21% acid / +15% physical / +26% darkness / +40% blight / +7% cold / +7% lightning / +39% fire Changes damage: +6% light / +3% blight Reduces incoming crit damage: 10.00% Physical save: +27 (+3 eff.) Mental save: +39 (+6 eff.) Maximum life: +44.00 Light radius: +4 A suit of armour made of mail. |
Inventory
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; 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: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Murkpython the stralite amulet Murkpython the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Damage when hit (Melee): 4 darkness Changes stats: +9 Dex / +3 Mag / +2 Wil / +4 Con Changes resistances penetration: +10% blight / +5% arcane Changes damage: +7% temporal / +8% light / +6% blight / +6% physical / +8% darkness Critical mult.: +23.00% Physical save: +31 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +18 (+3 eff.) Life regen: +2.20 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +59.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Velonor the voratun amulet Velonor the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +2 Dex / +4 Mag / +13 Wil / +10 Cun / +3 Con Changes resistances: +3% blight / +22% light / +26% darkness Changes damage: +3% blight Talent masteries: +0.28 Technique / Combat veteran +0.28 Cunning / Dirty fighting Critical mult.: +18.00% Mental save: +15 (+2 eff.) Blindness immunity: +50% Cut immunity: +70% Confusion immunity: +23% Mindpower: +15 (+3 eff.) See invisible: +6 Healing mod.: +28% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 422 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of dexterity (+3) insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% fire / +16% cold Amulets can have magical properties. |
steel ring of blinding strikes steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to blind Effects on ranged hit: * 14% chance to blind Rings can have magical properties. |
warrior's copper ring of fire (+20%) warrior's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatsword of disruption (60.5-96.8 power, 4 apr)blazebringer's voratun greatsword of disruption (60.5-96.8 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +21 fire Damage against: +42% Unnatural When wielded/worn: Changes resistances penetration: +21% fire Global speed: +8% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Curetide the steel longsword (41-57.4 power, 3 apr)Curetide the steel longsword (41-57.4 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15% chance to corrode armour * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +30 insidious poison Burst (radius 2) on crit: +16 nature When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +18 Physical crit. chance: +18.0% Physical power: +9 (+1 eff.) Defense: +9 (+2 eff.) Damage when hit (Melee): 9 nature / 4 mind Changes stats: +8 Str / +7 Con Changes resistances: +3% nature / +6% all Changes resistances penetration: +9% acid / +27% physical / +9% nature Changes damage: +6% mind / +34% physical Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 10.00% Mental save: +20 (+3 eff.) Disarm immunity: +51% Life regen: +1.30 Stamina when hit: +2.40 Equilibrium when hit: +0.04 Sharp, long, and deadly. |
dwarven-steel longsword 'Sulfurcast' (33-46.2 power, 4 apr) dwarven-steel longsword 'Sulfurcast' (33-46.2 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 mind / +4 nature When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +10.0% Physical power: +11 (+1 eff.) Damage when hit (Melee): 4 acid / 8 nature / 8 arcane Changes stats: +4 Str / +2 Wil Changes resistances penetration: +11% mind / +7% darkness Changes damage: +12% arcane / +9% physical Critical mult.: +10.00% Spell save: +6 (+1 eff.) Stamina when hit: +1.50 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
voratun longsword 'Carrionrot' (49.5-69.3 power, 6 apr) voratun longsword 'Carrionrot' (49.5-69.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 49.5 - 69.3 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +30 cold / +12 temporal When wielded/worn: Accuracy: +24 (+3 eff.) Physical crit. chance: +12.0% Defense: +15 (+2 eff.) Effects on melee hit: * Slows global speed by 44% Changes stats: +6 Str Changes resistances: +6% nature Changes resistances penetration: +20% nature Changes damage: +6% temporal / +15% physical Disarm immunity: +48% Stamina when hit: +2.50 Sharp, long, and deadly. |
Bogorder the stralite mace (64-89.6 power, 5 apr) Bogorder the stralite mace (64-89.6 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 64.0 - 89.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 111% On weapon hit: * 25% chance to disease * 20% chance to torment the target * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +15 lightning / +25 blight When wielded/worn: Accuracy: +62 (+9 eff.) Physical crit. chance: +29.0% Physical power: +26 (+3 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 8 acid / 8 light Changes stats: +18 Str / +5 Dex Changes resistances: +6% acid / +3% nature / +8% arcane / +6% all Changes resistances penetration: +13% mind / +13% darkness / +23% nature Changes damage: +6% acid / +38% physical / +3% nature Disarm immunity: +44% Stamina when hit: +6.10 Blunt and deadly. |
Deepsmire (66.5-93.1 power, 6 apr) Deepsmire (66.5-93.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 66.5 - 93.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * 20% chance to torment the target * 20% chance to curse the target Damage (Melee): +29 cold When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Wil / +1 Mag Changes resistances: +12% darkness Changes resistances penetration: +14% mind / +13% darkness Changes damage: +9% mind Spell save: +20 (+3 eff.) Disarm immunity: +50% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +10% Blunt and deadly. |
Morningquarry the voratun mace (46.5-65.1 power, 6 apr) Morningquarry the voratun mace (46.5-65.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +20 mind Burst (radius 1) on hit: +17 light / +20 fire Damage conversion: 50% light When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +29.0% Physical power: +15 (+2 eff.) Defense: +14 (+2 eff.) Changes resistances: +12% blight / +3% cold / +5% arcane / +3% fire Changes resistances penetration: +15% darkness / +18% light / +15% mind Reduces incoming crit damage: 10.00% Mental save: +12 (+2 eff.) Disease immunity: +15% Disarm immunity: +40% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Pyrepulverizer the voratun mace (50.5-70.7 power, 6 apr) Pyrepulverizer the voratun mace (50.5-70.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.5 - 70.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +6.0% Attack speed: 111% On weapon hit: * Random elemental explosion Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +41 (+6 eff.) Armour penetration: +14 Physical crit. chance: +9.0% Armour: +12 Defense: +26 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal / 12 fire Changes stats: +6 Dex Changes resistances: +12% fire Changes resistances penetration: +16% acid / +5% temporal / +28% cold / +36% fire / +16% lightning Changes damage: +6% temporal Critical mult.: +19.00% Disarm immunity: +97% Blunt and deadly. |
dueling iron rapier of massacre (17.5-22.75 power, 2 apr) dueling iron rapier of massacre (17.5-22.75 power, 2 apr)Requires: - Dexterity 10 - Strength 10 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 17.5 - 22.8 Uses stats: 40% Dex, 40% Cun, 40% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% def buff chance / acc (2 def 22 max 3 dur) Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex A light sword. |
Lisavena (35.5-49.7 power, 16 apr) Lisavena (35.5-49.7 power, 16 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +16 Physical crit. chance: +4.5% Attack speed: 83% On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 temporal / +16 nature / +45 % trip chance Burst (radius 2) on crit: +16 ice Thrust Range: 2 When wielded/worn: Armour penetration: +13 Physical crit. chance: +10.0% Physical power: +16 (+2 eff.) Armour: +12 Changes stats: +1 Mag / +3 Cun / +1 Con Changes resistances: +9% temporal Changes resistances penetration: +13% physical / +11% cold Changes damage: +11% physical Infravision radius: +3 See invisible: +3 A spear. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+3 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 890 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Stormblast the voratun waraxe (52.5-73.5 power, 6 apr) Stormblast the voratun waraxe (52.5-73.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease * 40% chance to daze * 35% chance to corrode armour Damage (Melee): +4 lightning / +20 darkness / +20 blight / +22 cold / +20 temporal Burst (radius 1) on hit: +8 light / +4 lightning Burst (radius 2) on crit: +4 light Damage against: +20% Living When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning / 19 temporal / 20 light Changes stats: +5 Str Changes resistances: +20% temporal Changes resistances penetration: +15% acid Changes damage: +15% physical Disease immunity: +34% Life regen: +1.40 Stamina when hit: +2.40 Light radius: +1 One-handed war axes. |
voratun waraxe 'Kindlehue' (40.5-56.7 power, 6 apr) voratun waraxe 'Kindlehue' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 42% chance to blind * 20% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +50 insidious poison / +19 blight / +30 cold Burst (radius 2) on crit: +20 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 mind Changes resistances penetration: +15% physical / +15% mind / +13% fire Changes damage: +12% light / +12% physical Disease immunity: +35% Equilibrium when hit: +0.16 Global speed: +4% Heals friendly targets nearby when you use a nature summon: +10 One-handed war axes. |
voratun waraxe 'Mayuthra' (69.5-97.3 power, 6 apr) voratun waraxe 'Mayuthra' (69.5-97.3 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 69.5 - 97.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 125% On weapon hit: * 35% chance to daze * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +58 insidious poison / +12 blight / +20 mind / +20 nature Damage against: +19% Plants When wielded/worn: Accuracy: +44 (+6 eff.) Armour penetration: +29 Physical crit. chance: +64.0% Physical power: +28 (+4 eff.) Changes stats: +11 Str / +14 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +18% nature / +3% fire Changes resistances penetration: +13% lightning / +14% physical / +15% temporal Changes damage: +3% arcane / +30% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +18.00% Cut immunity: +15% Mana each turn: +0.16 Stamina when hit: +2.50 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
acidic dwarven-steel buckler acidic dwarven-steel bucklerRequires: - Dexterity 20 - Strength 20 Infused by nature 3.00 Encumbrance. Type: armor / buckler ; tier 3 When used to attack (with talents): Base power: 25.0 - 27.5 Uses stats: 40% Dex, 40% Cun, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +2.0% On weapon hit: * 12% chance to corrode armour When wielded/worn: Physical crit. chance: +4.5% Defense: +8 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 17 acid Talent granted: +3 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Isarawyn the Tempestream (13 def, 0 armour) Isarawyn the Tempestream (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Defense: +13 (+2 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +2 Str / +1 Dex / +5 Con Changes resistances: +12% blight / +13% fire / +12% light / +12% nature Stealth bonus: +7 Physical save: +23 (+3 eff.) Mental save: +6 (+1 eff.) Life regen: +1.40 Stamina each turn: +1.00 Only die when reaching: -50.00 life Maximum life: +36.00 Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Emelalle the Seartaint (5 def, 6 armour)Emelalle the Seartaint (5 def, 6 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 12 mind Changes stats: +8 Str / +8 Mag / +8 Wil / +9 Cun Changes resistances: +19% lightning / +3% temporal / +52% darkness / +52% fire / +9% nature / +77% acid / +58% physical / +15% blight / +92% cold / +75% mind / +3% light Changes resistances penetration: +49% darkness / +51% physical Changes damage: +54% acid / +100% physical / +46% darkness / +17% lightning / +18% mind / +51% fire / +15% arcane / +67% cold Talent cooldown: Refit Golem (-15 turns) Critical mult.: +18.00% Physical save: +36 (+4 eff.) Spell save: +41 (+6 eff.) Mental save: +108 (+17 eff.) Stun/Freeze immunity: +5% Life regen: +5.10 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +80.00 Maximum mana: +79.00 Maximum hate: +39.00 Mindpower: +33 (+7 eff.) Mental crit. chance: +21% Healing mod.: +22% 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. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe of Angolwen (5 def, 0 armour)ancient elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +16 Mag / +6 Wil Changes resistances penetration: +14% temporal / +14% physical Changes damage: +20% temporal / +20% physical Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glareparry the pair of drakeskin leather boots (25 def, 15 armour) Glareparry the pair of drakeskin leather boots (25 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +13 Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Armour: +15 Defense: +25 (+4 eff.) Fatigue: +5% Changes stats: +3 Str / +10 Dex / +3 Con / +15 Lck Changes resistances: +59% darkness / +53% temporal Changes resistances penetration: +40% temporal / +38% darkness / +12% physical Changes damage: +3% light Stealth bonus: +15 Physical save: +44 (+6 eff.) Spell save: +14 (+2 eff.) Mental save: +15 (+2 eff.) Infravision radius: +3 Defense after a teleport: +54 Resist all after a teleport: +36% New effects duration reduction after a teleport: +60% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 58 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Infernoknight the pair of drakeskin leather boots (24 def, 5 armour) Infernoknight the pair of drakeskin leather boots (24 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 (+4 eff.) Fatigue: +5% Damage when hit (Melee): 12 fire Changes stats: +10 Dex / +4 Mag / +9 Wil / +4 Cun / +5 Con / +14 Lck Changes resistances: +18% temporal / +28% darkness / +21% fire / +3% nature / +22% cold Changes resistances penetration: +15% temporal / +20% darkness / +9% physical Changes damage: +3% fire Reduces incoming crit damage: 15.00% Stealth bonus: +11 Disarm immunity: +20% Knockback immunity: +5% Teleport immunity: +10% Mindpower: +8 (+2 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
grounding pair of iron boots of uncanny dodging (2 def, 3 armour) grounding pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of evasion (13 def, 3 armour) undeterred pair of hardened leather boots of evasion (13 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+2 eff.) Fatigue: +3% Silence immunity: +25% Confusion immunity: +23% Stun/Freeze immunity: +38% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 72 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 701.10 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
blighted rough leather gloves of strength (+2) (0 def, 1 armour) blighted rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Str Changes resistances: +6% blight Changes damage: +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour)spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +4 Mag Changes resistances: +9% light / +10% darkness Mana each turn: +0.31 Spellpower: +16 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 104.30 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather cap of the depths (0 def, 5 armour)insulating drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +15% cold Allows you to breathe in: water A cap made of leather. |
miner's rough leather cap of strength (+2) (0 def, 3 armour) miner's rough leather cap of strength (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 A cap made of leather. |
thaloren iron helm of trickery (0 def, 3 armour) thaloren iron helm of trickery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +7% blight Mental save: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
spiked steel mail armour of fire resistance (2 def, 6 armour) spiked steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 10 physical Changes resistances: +20% fire A suit of armour made of mail. |
Unrelendur (18 def, 22 armour) Unrelendur (18 def, 22 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +18 (+3 eff.) Fatigue: +26% Damage (Melee): 17 acid / 20 fire Damage when hit (Melee): 12 acid / 13 fire / 18 physical Changes stats: +14 Str / +5 Cun / +6 Con Changes resistances: +24% acid / +13% physical / +21% darkness / +12% blight / +24% fire / +27% cold Spell save: +9 (+1 eff.) Mental save: +42 (+7 eff.) Poison immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +5% Maximum life: +70.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
dwarven-steel plate armour 'Gana' (5 def, 18 armour) dwarven-steel plate armour 'Gana' (5 def, 18 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +18% Damage when hit (Melee): 4 arcane Changes stats: +12 Str / +5 Con Changes resistances: +21% temporal / +8% physical / +13% darkness / +8% arcane Changes resistances penetration: +25% arcane Changes damage: +15% arcane Physical save: +10 (+1 eff.) Spell save: +17 (+2 eff.) Maximum life: +60.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
iron plate armour of Eyal (3 def, 7 armour) iron plate armour of Eyal (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Life regen: +1.30 Maximum life: +44.00 Healing mod.: +11% A suit of armour made of metal plates. |
stralite plate armour 'Velurita' (7 def, 45 armour) stralite plate armour 'Velurita' (7 def, 45 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +45 Defense: +7 (+1 eff.) Fatigue: +17% Changes stats: +2 Str / +2 Mag / +12 Wil / +7 Cun Changes resistances: +51% acid / +21% physical / +39% lightning / +7% arcane / +71% cold / +18% mind / +9% fire Allows you to breathe in: water Reduces incoming crit damage: 15.00% Physical save: +32 (+4 eff.) Mental save: +65 (+10 eff.) Life regen: +13.40 Psi when hit: +0.04 Maximum life: +327.00 Mental crit. chance: +2% Infravision radius: +2 Healing mod.: +92% Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
Beligabeth the Ebonyspawn (12 def, 15 armour, 74.5-89.4 power, 285.5 block) Beligabeth the Ebonyspawn (12 def, 15 armour, 74.5-89.4 power, 285.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.5 - 89.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +286 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 acid / +19 fire / +17 light When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Physical power: +10 (+1 eff.) Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour * 36% chance to blind Damage when hit (Melee): 20 darkness / 40 fire Changes stats: +6 Str / +2 Dex / +5 Mag / +19 Con Changes resistances: +15% acid / +17% light / +6% lightning / +9% nature / +29% cold / +18% mind / +50% fire Talent granted: +5 Block Physical save: +14 (+2 eff.) Disarm immunity: +10% Knockback immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
coruscating dwarven-steel shield (8 def, 2 armour, 29-34.8 power, 85.5 block) coruscating dwarven-steel shield (8 def, 2 armour, 29-34.8 power, 85.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +86 Damage (Melee): +12 fire When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 16 fire Changes stats: +2 Str Changes resistances: +16% fire Talent granted: +3 Block Handheld deflection devices. |
coruscating voratun shield (12 def, 3 armour, 69.5-83.4 power, 206.5 block) coruscating voratun shield (12 def, 3 armour, 69.5-83.4 power, 206.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 Damage (Melee): +16 fire When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 30 fire Changes stats: +4 Str Changes resistances: +19% fire Talent granted: +5 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 23 block) iron shield (4 def, 2 armour, 9.5-11.4 power, 23 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +23 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
wintry stralite shield of acid resistance (+22%) (10 def, 2 armour, 47-56.4 power, 139.5 block) wintry stralite shield of acid resistance (+22%) (10 def, 2 armour, 47-56.4 power, 139.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 Damage (Melee): +16 cold When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 14 ice Changes stats: +3 Wil Changes resistances: +22% acid / +16% cold Talent granted: +4 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
hateful quiver of elven-wood arrows of annihilation (19/19, 51.5-72.1 power, 20 apr) hateful quiver of elven-wood arrows of annihilation (19/19, 51.5-72.1 power, 20 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +9.5% Capacity: 19 Travel speed: +200% Damage (Ranged): +16 darkness Damage against: +14% Living Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
688 alchemist agate 688 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Galewish the dwarven-steel pickaxe (dig speed 4 turns) Galewish the dwarven-steel pickaxe (dig speed 4 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 41% chance to daze Damage when hit (Melee): 20 acid Changes stats: +9 Str / +3 Con Changes resistances: +12% nature / +15% acid Changes resistances penetration: +15% lightning / +36% physical Changes damage: +6% lightning / +11% fire / +6% nature / +10% mind Mental save: +8 (+1 eff.) Light radius: +1 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Satyrtrial the brass lantern Satyrtrial the brass lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes stats: +5 Mag Changes resistances: +14% darkness / +7% blight / +9% nature / +6% arcane / +7% light Changes resistances penetration: +5% blight / +7% all Changes damage: +9% nature / +7% light / +7% darkness Damage affinity(heal): +5% light / +5% darkness Spell save: +3 (+0 eff.) Mental save: +14 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +11 (+3 eff.) Spell crit. chance: +5% Light radius: +11 Infravision radius: +7 See stealth: +18 See invisible: +25 Damage Shield penetration: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 254.11 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (161 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +4 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
Splendourward (22/22, 59-70.8 power, 6 apr) Splendourward (22/22, 59-70.8 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 59.0 - 70.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +34.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to blind * 20% chance to disease * Random elemental explosion * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +36 darkness / +19 blight / +11 light / +20 mind Burst (radius 1) on hit: +4 physical / +20 fire Damage against: +29% Undead / +20% Living When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Dairuhad the Tempesttickler [power 2] (9 cooldown) Dairuhad the Tempesttickler [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +6% light / +6% fire Maximum wards: +4 acid / +4 nature / +4 light Changes resistances penetration: +20% lightning Changes damage: +6% lightning Talents granted: +1 Ward +8 Lay Web Disease immunity: +10% Silence immunity: +10% Disarm immunity: +10% It can be used to remove up to 2 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Trt's purging blight area effect hits Shalocrus the shalore for (19 antimagic), 0 blight (0 total damage).
trt performs a melee critical strike against Shalocrus the shalore!
Shalocrus the shalore's mind surges with critical power!
Shalocrus the shalore is invigorated by the attack!
Shalocrus the shalore resists the mind attack!
Shalocrus the shalore is invigorated by the attack!
Shalocrus the shalore's mind surges with critical power!
Shalocrus the shalore is invigorated by the attack!
Shalocrus the shalore is invigorated by the attack!
Shalocrus the shalore is invigorated by the attack!
Shalocrus the shalore resists the mind attack!
The shattering blow creates a shockwave!
Shalocrus the shalore is invigorated by the attack!
Shalocrus the shalore is crippled.
trt hits Shalocrus the shalore for 0 physical, 0 darkness, 1 mind, 0 darkness, (7 antimagic), 0 fire, (slow 70%), , 0 acid, , (4 antimagic), 0 light, , , 2 mind, (5 antimagic), 0 cold (3 total damage).
Shalocrus the shalore hits trt for 17 acid, 70 acid (87 total damage).
Deep Wound from Trt hits Shalocrus the shalore for 0 physical damage.
Shalocrus the shalore uses Grasping Moss.
Shalocrus the shalore's mind surges with critical power!
Shalocrus the shalore's mind surges with critical power!
Shalocrus the shalore is invigorated by the attack!
Shalocrus the shalore is no longer attuned.
trt receives 314 healing from Trt's purging blight area effect.
Trt's purging blight area effect hits Shalocrus the shalore for (19 antimagic), 0 blight (0 total damage).
Shalocrus the shalore's pinning nature area effect hits trt for 80 nature damage.
Trt uses Shield Pummel.
Trt deactivates Precise Strikes.
Trt deactivates Shattering Impact.
Trt deactivates Shield Wall.