
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Extra Dungeons 1.1.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Hireable Companions 1.0.4 Items Vault 1.2.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Merchant Rerolls 1.0.4This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Misc objects Addon 1.0.4Adds new objects and weapons into the game, such as 1h staves, common whips and else. Conveyance Reward 1.2.3This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Arcanum Class Pack 1.2.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ziguranth Genocide 1.2.3After Protector Myssil died some say by the daggers of a shadowy backstabber, while others bespoke of a crazed mage drawing fiendish black magicks, the fanatic Ziguranth order crumbled into chaos, and its numbers dwindled into insignificance. Completely removes Ziguranth patrols after Myssil dies. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 360% |
Size | medium |
Lifes / Deaths | Killed by Vehhi the shalore at level 7 on the 16th Dusk 122nd year of Ascendancy at 06:42 0 / 8Killed by Vehhi the shalore at level 7 on the 16th Dusk 122nd year of Ascendancy at 08:52 Killed by greater gwelgoroth at level 14 on the 56th Haze 122nd year of Ascendancy at 12:28 Killed by Celia at level 17 on the 3rd Decay 122nd year of Ascendancy at 18:15 Killed by Minotaur of the Labyrinth at level 19 on the 21st Regrowth 123rd year of Ascendancy at 03:26 Killed by Grand Corruptor at level 36 on the 69th Pyre 123rd year of Ascendancy at 03:19 Killed by Zubovea the temporal stalker at level 37 on the 5th Mirth 123rd year of Ascendancy at 10:19 Killed by Elandar at level 50 on the 40th Haze 124th year of Ascendancy at 06:12 |
Primary Stats
Strength | 113 (base 60) |
Dexterity | 67 (base 60) |
Constitution | 69 (base 60) |
Magic | 81 (base 60) |
Willpower | 71 (base 60) |
Cunning | 74 (base 60) |
Resources
Mana | 111/545 |
Psi | 183/183 |
Paradox | 0 |
Life | -95/920 |
Positive | 7/218 |
Stamina | 484/484 |
Equilibrium | 0 |
Healing Factor | 1.505 |
Regeneration | 2.78425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +17% |
Spell | -9.9920072216264E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 8 |
ESP Range | 20 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 100 |
Accuracy | 67 |
Crit Chance | 57% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 74.25 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 46.433333333333 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 0 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 58.060773557747 |
Spell Save | 51.227440224413 |
Mental Save | 58.077440224413 |
Defense: Resistances
All | -5%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 136.45 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 60. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. The effect will scale with your magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1230% over 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 434.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Class Talents
Spell / Golemancy | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane elements | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Spellcraft |
talent | Thunderstorm |
talent | Probability Travel |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 16% feedback damage from all damage done. Empathic Hex |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | The target is recovering 32 life each turn. Recovery |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
beneficial effect | The target's saves have been increased by 16. Spin Fate |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 512 HP on the iceblock remaining. Frozen |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)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 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 624. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 19 power out of 40/40) : Effective talent level: 3.0 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious poison storm rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm is poisoned for 95.10 nature damage over 6 turns. Poisoning is cumulative; the longer they stay in the storm, the higher the poison damage they take. The damage will increase with your Spellpower, and can critical. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Quiver | 120 alchemist fire opal 120 alchemist fire opal0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
Light source | brass lantern 'Smolderpall' brass lantern 'Smolderpall'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +12% fire Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 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. |
On head | augmenting linen wizard hat of earthrunes (1 def, 1 armour) augmenting linen wizard hat of earthrunes (1 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +1 Changes stats: +2 Con Changes damage: +4% acid / +4% fire / +4% cold / +4% arcane / +4% lightning It can be used to activate talent Stone Wall, placing all other charms into a 51 cooldown : Effective talent level: 1.3 Power cost: 51 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 132.50 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. When wielded/worn: Defense: +8 Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 8 power out of 12/12) : Effective talent level: 6.0 Power cost: 8 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 140.08 fire damage and 145.97 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Tool | Elivena the Starpanic [power 535] (7 cooldown) Elivena the Starpanic [power 535] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +3% light Maximum wards: +5 lightning / +5 temporal / +5 blight / +4 fire / +5 cold Changes resistances penetration: +10% arcane Talent granted: +1 Ward Critical mult.: +10.00% Mana each turn: +0.08 Maximum vim: +20.00 Spellpower: +4 It can be used to fire a bolt of a random element (dam 268-535), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | psionicist's voratun ring of speed psionicist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 Defense: +11 Changes stats: +5 Wil Mental save: +10 Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
On fingers | titan's voratun ring of life titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +14 Life regen: +1.60 Maximum life: +79.00 Healing mod.: +21% Rings can have magical properties. |
Around neck | copper amulet of manastreaming copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Amulets can have magical properties. |
In main hand | magewarrior's short dragonbone shortstaff of fate (28-33.6 power, 5 apr, physical damage) magewarrior's short dragonbone shortstaff of fate (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Physical crit. chance: +7.0% Physical power: +12 Changes damage: +28% arcane Talent granted: +1 Command Staff Critical mult.: +9.00% Physical save: +9 Spell save: +7 Mental save: +11 Spellpower: +23 Spell crit. chance: +13% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
Around waist | noble's rough leather belt of containment noble's rough leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +17% Summoned Maximum life: +55.00 Maximum mana: +30.00 Maximum stamina: +25.00 Maximum hate: +10.00 Maximum psi: +22.00 Maximum vim: +21.00 Maximum pos.energy: +21.00 Maximum neg.energy: +20.00 Reduces paradox failures(equivalent to willpower): +20 Maximum positive energy: +21.00 Maximum negative energy: +20.00 A belt that goes around your waist. |
In off hand | icy voratun shield of patience (12 def, 3 armour, 193 block) icy voratun shield of patience (12 def, 3 armour, 193 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 18 ice / 20 temporal Changes resistances: +16% temporal Talent granted: +5 Block It can be used to activate talent Time Shield, placing all other charms into a 19 cooldown : Effective talent level: 3.9 Power cost: 19 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 (471) 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 47%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Wil / +2 Mag Changes resistances: +15% darkness / +15% temporal Spell save: +6 Maximum mana: +41.00 Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 7 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stargazer's elven-silk robe of Linaniil (5 def, 0 armour) stargazer's elven-silk robe of Linaniil (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +4 Cun Changes damage: +13% light / +9% darkness Mana each turn: +0.25 Maximum mana: +73.00 Spellpower: +26 Spell crit. chance: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 8 turns, die at -156) heroism infusion (+5 for 8 turns, die at -156)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -156 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+7 for 11 turns, die at -441) heroism infusion (+7 for 11 turns, die at -441)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -441 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 11 turns, die at -199) heroism infusion (+6 for 11 turns, die at -199)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -199 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+15 for 10 turns, die at -740) heroism infusion of the sneak (+15 for 10 turns, die at -740)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -740 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+16 for 7 turns, die at -633) heroism infusion of the titan (+16 for 7 turns, die at -633)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 7 turns. While Heroism is active, you will only die when reaching -633 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (53 nature damage, 57% healing reduction) insidious poison infusion of the psychic (53 nature damage, 57% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 53.00 nature damage per turns for 7 turns, and reducing the target's healing received by 57%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (501% speed; 6 turns) movement infusion of the duelist (501% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (651% speed; 6 turns) movement infusion of the sneak (651% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 651% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 379 over 5 turns) regeneration infusion (heal 379 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 503 over 5 turns) regeneration infusion (heal 503 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 454 over 5 turns) regeneration infusion of the warrior (heal 454 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 572 over 5 turns) regeneration infusion of the warrior (heal 572 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 572 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 436 over 5 turns) regeneration infusion of the wizard (heal 436 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (184 acid damage; dur 5; apply 21) acid wave rune (184 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 184.08 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (248 acid damage; dur 5; apply 66) acid wave rune of the duelist (248 acid damage; dur 5; apply 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 248.14 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 66. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (253 acid damage; dur 5; apply 68) acid wave rune of the sneak (253 acid damage; dur 5; apply 68)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 252.93 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 68. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (384 acid damage; dur 5; apply 85) acid wave rune of the warrior (384 acid damage; dur 5; apply 85)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 384.18 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 85. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (315 acid damage; dur 5; apply 72) acid wave rune of the wizard (315 acid damage; dur 5; apply 72)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 314.91 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 72. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (288 acid damage; dur 5; apply 72) acid wave rune of the wizard (288 acid damage; dur 5; apply 72)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 287.87 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 72. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (66 cold damage; 22 apply power) biting gale rune (66 cold damage; 22 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 65.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (85 cold damage; 22 apply power) biting gale rune (85 cold damage; 22 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 85.28 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (78 cold damage; 20 apply power) biting gale rune (78 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 78.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (90 cold damage; 22 apply power) biting gale rune (90 cold damage; 22 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 90.48 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (34 cold damage; 22 apply power) biting gale rune (34 cold damage; 22 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 34.32 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (131 cold damage; 57 apply power) biting gale rune of the sneak (131 cold damage; 57 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 130.83 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 57. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 7) controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 8) controlled phase door rune of the titan (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
enchantment rune (+7 for 11 turns) enchantment rune (+7 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to enchant your weapons and armour for 11 turns. This enchantment increases your accuracy and armour by 7 and adds 9 arcane damage to all your hits. 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. |
enchantment rune (+7 for 8 turns) enchantment rune (+7 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to enchant your weapons and armour for 8 turns. This enchantment increases your accuracy and armour by 7 and adds 9 arcane damage to all your hits. 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. |
heat beam rune (240 fire damage) heat beam rune (240 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 240.38 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (270 fire damage) heat beam rune of the duelist (270 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 269.65 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (309 fire damage) heat beam rune of the duelist (309 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 308.92 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (264 fire damage) heat beam rune of the wizard (264 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 263.94 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (243 lightning damage) lightning rune (243 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 81.12 to 243.36 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune (184 lightning damage) lightning rune (184 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 61.36 to 184.08 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune (332 lightning damage) lightning rune (332 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 110.59 to 331.76 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune (256 lightning damage) lightning rune (256 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 85.28 to 255.84 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune (271 lightning damage) lightning rune (271 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 90.48 to 271.44 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune (295 lightning damage) lightning rune (295 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 98.45 to 295.36 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune of the psychic (481 lightning damage) lightning rune of the psychic (481 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 160.44 to 481.31 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (206 lightning damage) lightning rune of the psychic (206 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 68.57 to 205.71 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (290 lightning damage) lightning rune of the titan (290 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 96.79 to 290.37 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (441 lightning damage) lightning rune of the wizard (441 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 146.92 to 440.75 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (376 lightning damage) lightning rune of the wizard (376 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 125.42 to 376.27 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune (202 arcane damage) magic missile rune (202 arcane damage)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: 6 Cooldown: 24 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 202 arcane damage and inflicts Spellshocked for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the duelist (336 arcane damage) magic missile rune of the duelist (336 arcane damage)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: 6 Cooldown: 21 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 336 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the sneak (318 arcane damage) magic missile rune of the sneak (318 arcane damage)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: 4 Cooldown: 21 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 318 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the wizard (323 arcane damage) magic missile rune of the wizard (323 arcane damage)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: 5 Cooldown: 25 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 323 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the wizard (299 arcane damage) magic missile rune of the wizard (299 arcane damage)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: 5 Cooldown: 18 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 299 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the wizard (318 arcane damage) magic missile rune of the wizard (318 arcane damage)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: 5 Cooldown: 18 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 318 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (890% regen over 10 turns; 44 instant mana) manasurge rune (890% regen over 10 turns; 44 instant mana)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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 890% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune (940% regen over 10 turns; 47 instant mana) manasurge rune (940% regen over 10 turns; 47 instant mana)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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 940% over 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the sneak (896% regen over 10 turns; 45 instant mana) manasurge rune of the sneak (896% regen over 10 turns; 45 instant mana)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: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 896% over 10 turns and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1213% regen over 10 turns; 61 instant mana) manasurge rune of the titan (1213% regen over 10 turns; 61 instant mana)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: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1213% over 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (924% regen over 10 turns; 46 instant mana) manasurge rune of the wizard (924% regen over 10 turns; 46 instant mana)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: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 924% over 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 12; power 27; dur 5) phase door rune (range 12; power 27; 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 15; power 47; dur 5) phase door rune of the psychic (range 15; power 47; 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 13; power 32; dur 4) phase door rune of the sneak (range 13; power 32; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 12; power 33; dur 3) phase door rune of the sneak (range 12; power 33; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 16; power 43; dur 6) phase door rune of the wizard (range 16; power 43; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 298 for 5 turns) shielding rune (absorb 298 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 288 for 6 turns) shielding rune (absorb 288 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 391 for 5 turns) shielding rune (absorb 391 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 391 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 167 for 6 turns) shielding rune (absorb 167 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 167 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 146 for 5 turns) shielding rune (absorb 146 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 146 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 224 for 5 turns)shielding rune (absorb 224 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 224 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 244 for 5 turns) shielding rune (absorb 244 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 244 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 231 for 5 turns) shielding rune (absorb 231 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 466 for 3 turns) shielding rune of the sneak (absorb 466 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 466 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 154) teleportation rune of the warrior (range 154)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 154 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 38 power out of 60/60. The evilness of undeath radiates from this amulet. |
Haleroddaldir HaleroddaldirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +11% mind Changes resistances penetration: +5% acid Changes damage: +12% acid Confusion immunity: +25% Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 13 power out of 20/20) : Effective talent level: 4.0 Power cost: 13 out of 20/20. Range: 12 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's stralite amulet of soulsearing archmage's stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% lightning / +11% blight / +12% fire / +8% acid / +6% cold Critical mult.: +18.00% Spellpower: +16 Spell crit. chance: +5% Amulets can have magical properties. |
mindweaver's gold amulet of vision mindweaver's gold amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +7 Blindness immunity: +15% Confusion immunity: +12% Mindpower: +7 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
mindweaver's voratun amulet of vision mindweaver's voratun amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +8 Blindness immunity: +16% Confusion immunity: +25% Mindpower: +6 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 Defense: +11 Changes stats: +7 Lck Blindness immunity: +20% Infravision radius: +5 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 Defense: +17 Changes stats: +14 Lck Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
serendipitous voratun amulet of strength (+11) serendipitous voratun amulet of strength (+11)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 Defense: +7 Changes stats: +11 Lck / +6 Str Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
starlit gold amulet of vision starlit gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% light / +14% darkness Blindness immunity: +35% Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +10% blight / +9% fire Critical mult.: +15.00% Spellpower: +11 Amulets can have magical properties. |
wanderer's voratun amulet of murder wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 Armour penetration: +8 Physical crit. chance: +5.0% Fatigue: -8% Changes stats: +7 Dex / +7 Cun / +8 Con Critical mult.: +16.00% Life regen: +1.00 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ereruirig the gold ring Ereruirig the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Physical power: +11 Changes stats: +6 Str / +6 Con Changes resistances: +6% acid / +9% nature / +6% lightning Changes damage: +6% physical Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Time Travel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 Reduces paradox failures(equivalent to willpower): +20 Talent on hit(spell): Rethread (10% chance level 2). It can be used to deal temporal damage to summons, and if they survive, remove them from time, costing 21 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Armour Hardiness: +20% Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.10 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Dual techniques +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Combat training +0.30 Technique / Shield offense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +6 Mag Spellpower: +6 Rings can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
gladiator's gold ring of the mind (+15%) gladiator's gold ring of the mind (+15%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +6 Str / +6 Con Changes resistances: +15% mind Changes damage: +15% mind Rings can have magical properties. |
gold ring 'Brandjustice' gold ring 'Brandjustice'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +4 Mag Changes resistances: +6% nature Changes resistances penetration: +15% nature Spell save: +8 Rings can have magical properties. |
gold ring 'Deepswar' gold ring 'Deepswar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +7 Cun / +7 Dex Changes damage: +6% darkness / +3% fire Rings can have magical properties. |
gold ring of corrosion (+24%) gold ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
marksman's gold ring of tenacity marksman's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +28.00 Rings can have magical properties. |
marksman's steel ring of pilfering marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 Armour penetration: +8 Defense: +7 Changes stats: +3 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
marksman's voratun ring of blinding strikes marksman's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Effects on melee hit: * 23% chance to blind Effects on ranged hit: * 14% chance to blind Changes stats: +7 Dex Rings can have magical properties. |
mule's gold ring mule's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +26 Rings can have magical properties. |
mule's steel ring of light (+20%) mule's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% light Changes damage: +10% light Maximum encumbrance: +21 Rings can have magical properties. |
mule's stralite ring of life mule's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Maximum encumbrance: +28 Life regen: +1.20 Maximum life: +88.00 Healing mod.: +21% Rings can have magical properties. |
mule's voratun ring of darkness (+38%) mule's voratun ring of darkness (+38%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +38% darkness Changes damage: +19% darkness Maximum encumbrance: +32 Rings can have magical properties. |
painweaver's stralite ring painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes damage: +7% all Spellpower: +12 Mindpower: +15 Rings can have magical properties. |
painweaver's stralite ring of blinding strikes painweaver's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Effects on melee hit: * 20% chance to blind Effects on ranged hit: * 12% chance to blind Changes damage: +7% all Spellpower: +17 Mindpower: +9 Rings can have magical properties. |
pixie's gold ring of misery pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random insanity Damage (Melee): 14 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 12 bleed Changes stats: +7 Cun / +3 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
rogue's copper ring of arcana(+0.11/turn) rogue's copper ring of arcana(+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Silence immunity: +20% Mana each turn: +0.11 Rings can have magical properties. |
savior's gold ring savior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +11 Spell save: +9 Mental save: +8 Rings can have magical properties. |
savior's gold ring of light (+24%) savior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Physical save: +6 Spell save: +6 Mental save: +8 Rings can have magical properties. |
sneakthief's gold ring of arcana(+0.19/turn) sneakthief's gold ring of arcana(+0.19/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Changes stats: +5 Cun / +4 Dex Silence immunity: +27% Mana each turn: +0.19 Rings can have magical properties. |
sneakthief's voratun ring of tenacity sneakthief's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 Changes stats: +6 Cun / +6 Dex Disarm immunity: +36% Pinning immunity: +27% Knockback immunity: +27% Maximum life: +34.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. solipsist's voratun ring of sensingsolipsist's voratun ring of sensing Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Blindness immunity: +39% Mindpower: +11 Infravision radius: +5 See stealth: +13 See invisible: +22 Rings 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: * 15% chance to blind Effects on ranged hit: * 12% chance to blind Rings can have magical properties. |
stralite ring of blinding strikes stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 17% chance to blind Rings can have magical properties. |
stralite ring of warding stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +18% acid / +19% fire / +14% cold / +20% lightning Rings can have magical properties. |
stralite ring of warding stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +25% acid / +26% fire / +18% cold / +22% lightning Rings can have magical properties. |
treant's voratun ring of fire (+13%) treant's voratun ring of fire (+13%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% blight / +28% fire / +10% nature Changes damage: +14% fire Poison immunity: +12% Disease immunity: +10% Rings can have magical properties. |
treant's voratun ring of misery treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random insanity Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random insanity Damage (Ranged): 11 bleed Changes stats: +5 Cun Changes resistances: +8% nature / +8% blight Poison immunity: +24% Disease immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 Armour penetration: +15 Defense: +12 Changes resistances: +10% nature / +10% blight Poison immunity: +20% Disease immunity: +29% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring of blinding strikes voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to blind Effects on ranged hit: * 20% chance to blind Rings can have magical properties. |
warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
warrior's gold ring of blinding strikes warrior's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 18% chance to blind Changes stats: +2 Str Rings can have magical properties. |
warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +26% Pinning immunity: +32% Knockback immunity: +29% Maximum life: +25.00 Rings can have magical properties. |
warrior's steel ring of power warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Armour: +4 Changes stats: +2 Str Spellpower: +5 Mindpower: +7 Rings can have magical properties. |
warrior's stralite ring of misery warrior's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 15% chance to cause random insanity Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random insanity Damage (Ranged): 21 bleed Changes stats: +5 Cun / +6 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
wizard's stralite ring of time (+11%) wizard's stralite ring of time (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Spell save: +14 Rings can have magical properties. |
wizard's stralite ring of warding wizard's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +17% acid / +18% fire / +22% cold / +16% lightning Spell save: +10 Rings can have magical properties. |
Heaven's Glint (36-46.8 power, 10 apr) Heaven's Glint (36-46.8 power, 10 apr)Requires: - Magic 36 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% Damage (Melee): +20 cold Damage conversion: 50% light When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes damage: +20% light Spellpower: +20 Light radius: +2 Talent on hit(spell): Sun Flare (10% chance level 4). It can be used to activate talent Circle of Blazing Light (costing 26 power out of 50/50) : Effective talent level: 4.0 Power cost: 26 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 4 each turn, and deals 12.58 light damage and 13.25 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 6 power out of 8/8) : Effective talent level: 2.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Creates a wake of temporal energy that deals 89.57 damage in a beam, as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns. Each target you hit with Rethread will reduce your Paradox by 2.3. The damage will increase with your Paradox and Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 13 power out of 20/20) : Effective talent level: 4.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +20 Mental crit. chance: +9% It can be used to activate talent Wayist (costing 38 power out of 60/60) : Effective talent level: 1.0 Power cost: 38 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 6 power out of 8/8) : Effective talent level: 2.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 288.92 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
regressive voratun ritual blade of the mystic (24-31.2 power, 9 apr) regressive voratun ritual blade of the mystic (24-31.2 power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 5 Base power: 24.0 - 31.2 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * martyrs the target causing them to take spellpower percent damage they deal, for 4 turns When wielded/worn: Changes stats: +3 Wil / +4 Mag Changes resistances penetration: +8% temporal Spellpower: +9 Spell crit. chance: +10% Talent on hit(spell): Turn Back the Clock (10% chance level 3). Sharp, short and deadly. |
rocky stralite ritual blade of reflexes (19.5-25.35 power, 9 apr) rocky stralite ritual blade of reflexes (19.5-25.35 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 4 Base power: 19.5 - 25.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% On weapon crit: * blinds the target for 4 turns When wielded/worn: Defense: +8 Changes stats: +5 Dex Changes resistances penetration: +9% physical Spell crit. chance: +8% Talent on hit(spell): Pulverizing Auger (10% chance level 3). Sharp, short and deadly. |
Alchemist's Sling Alchemist's SlingRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Accuracy: +10 Changes stats: +10 Dex Changes resistances: +20% fire Changes damage: +20% fire Talent masteries: +0.20 Spell / Explosive admixtures +0.20 Spell / Fire alchemy Spellpower: +20 Can use alchemist's gems as ammo. Slightly charred and smells like brimstone. A bit like that halfling hermit. |
Barildil the elven-wood vilestaff (25-30 power, 5 apr, blight element) Barildil the elven-wood vilestaff (25-30 power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +25% blight / +6% temporal Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.26 Spellpower: +22 Spell crit. chance: +4% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 19 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Betorida the Cobraslice (28-33.6 power, 5 apr, physical damage) Betorida the Cobraslice (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Armour: +9 Armour Hardiness: +10% Changes resistances penetration: +15% nature Changes damage: +28% darkness / +3% mind Talent granted: +1 Command Staff Physical save: +10 Spellpower: +15 Spell crit. chance: +5% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
Daimyregorain the Strikeblow (23-27.6 power, 4 apr, physical damage) Daimyregorain the Strikeblow (23-27.6 power, 4 apr, physical damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / staff ; tier 4 Base power: 23.0 - 27.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 lightning Burst (radius 1) on hit: +16 lightning When wielded/worn: Physical crit. chance: +9.0% Armour: +5 Armour Hardiness: +8% Changes resistances: +9% temporal / +8% cold Changes resistances penetration: +5% lightning Changes damage: +23% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +6 Spellpower: +12 Spell crit. chance: +4% Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +26% Reduces paradox failures(equivalent to willpower): +29 Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
Darkraptor the elven-wood magestaff (25-30 power, 5 apr, arcane element) Darkraptor the elven-wood magestaff (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +25 temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes damage: +25% arcane / +3% darkness Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Reduces paradox failures(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
Khelaldir the yew vilestaff (24-28.8 power, 4 apr, darkness element) Khelaldir the yew vilestaff (24-28.8 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Changes damage: +24% darkness Talent granted: +1 Command Staff Spell save: +25 Mental save: +3 Knockback immunity: +10% Spellpower: +13 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Morningravage the dragonbone magestaff (30-36 power, 6 apr, cold element) Morningravage the dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Defense: +14 Effects on melee hit: * 17% chance to blind Changes stats: +1 Str / +1 Wil Changes resistances: +3% acid / +18% cold Changes damage: +30% cold Grants telepathy: Dragon Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Physical save: +15 Spell save: +15 Mental save: +15 Spellpower: +15 Spell crit. chance: +12% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.6 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 146.78 light damage. Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, physical element) Rod of Sarrilon (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.20 Chronomancy / Timeline Threading +0.20 Spell / Temporal +0.20 Chronomancy / Time Travel +0.20 Chronomancy / Paradox Talents cooldown: Body Reversion (-2 turns) Temporal Reprieve (-10 turns) Paradox Clone (-7 turns) Gravity Well (-6 turns) Temporal Clone (-5 turns) Teleport immunity: +100% Spellpower: +40 Spell crit. chance: +15% Reduces paradox failures(equivalent to willpower): +50 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Staff of Chaos (40-48 power, 12 apr, physical element) Staff of Chaos (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Spell / Storm +0.20 Corruption / Blight +0.20 Chronomancy / Paradox +0.20 Spell / Chaotic hedgemagic Critical mult.: +100.00% Spellpower: +50 Spell crit. chance: -10% Casting speed: +20% Chance to avoid any damage: +10% Grants you a 10% chance to avoid damage, but also a 10% chance to fail a spell. Its not clear whether this crazed staff was an accident, or what its creator intended. |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Staff of Domination (40-48 power, 12 apr, physical element) Staff of Domination (40-48 power, 12 apr, physical element)Requires: - Willpower 40 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 60% Mag, 60% Wil Damage type: Mind Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes damage: +30% mind Talent masteries: +0.20 Cursed / Punishments +0.20 Psionic / Focus +0.20 Spell / Illusion +0.20 Psionic / Psychic Assault Mana when firing critical spell: +10.00 Psi when firing a critical mind attack: +5.00 Spellpower: +20 Spell crit. chance: +10% Mindpower: +20 Mental crit. chance: +10% This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
Stokelady (11-13.2 power, 2 apr, physical damage) Stokelady (11-13.2 power, 2 apr, physical damage)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 2 Base power: 11.0 - 13.2 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +1 Wil Changes damage: +11% cold Talent granted: +1 Command Staff Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Spellpower: +6 Spell crit. chance: +8% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
Toregadig the Glarefiend (30-36 power, 6 apr, darkness element) Toregadig the Glarefiend (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random insanity Damage (Melee): +12 light Burst (radius 1) on hit: +8 mind / +4 light When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Vorawen the dragonbone shortstaff (28-33.6 power, 5 apr, physical damage) Vorawen the dragonbone shortstaff (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Effects on melee hit: * 12% chance to disease Damage (Melee): 28 fire Changes stats: +2 Str / +2 Mag Changes damage: +28% arcane Talent granted: +1 Command Staff Critical mult.: +28.00% Vim when firing critical spell: +5.00 Maximum vim: +26.00 Spellpower: +30 Spell crit. chance: +13% Infravision radius: +2 See invisible: +14 It can be used to project damage in a circle from the staff, placing all other charms into a 7 cooldown. Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
blighted elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal element) blighted elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +9 Effects on melee hit: * 13% chance to disease Maximum wards: +3 temporal Changes damage: +25% temporal Talents granted: +1 Command Staff +4 Ward Vim when firing critical spell: +3.00 Maximum vim: +30.00 Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Elutira' (30-36 power, 6 apr, fire element) dragonbone magestaff 'Elutira' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% mind / +3% lightning Changes damage: +30% fire Grants telepathy: Dragon Talent granted: +1 Command Staff Spell save: +3 Mental save: +25 Mana each turn: +0.33 Maximum mana: +67.00 Spellpower: +23 Spell crit. chance: +25% Mental crit. chance: +3% It can be used to project damage in a circle from the staff, placing all other charms into a 7 cooldown. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of invocation (30-36 power, 6 apr, arcane element) dragonbone magestaff of invocation (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +22 Spell crit. chance: +5% It can be used to project damage in a cone from the staff, placing all other charms into a 6 cooldown. Staves designed for wielders of magic, by the greats of the art. |
dragonbone shortstaff 'Berondur' (28-33.6 power, 5 apr, physical damage) dragonbone shortstaff 'Berondur' (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 Changes stats: +1 Cun / +3 Wil Changes resistances: +3% nature Maximum wards: +2 fire Changes damage: +28% fire / +12% physical Talents granted: +1 Command Staff +4 Ward Spellpower: +15 Spell crit. chance: +5% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
dragonbone shortstaff 'Flashpain' (28-33.6 power, 5 apr, physical damage) dragonbone shortstaff 'Flashpain' (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 light Burst (radius 2) on crit: +4 light When wielded/worn: Changes stats: +8 Cun / +2 Wil Changes resistances: +3% light Changes resistances penetration: +10% blight Changes damage: +28% blight Talent granted: +1 Command Staff Critical mult.: +5.00% Maximum vim: +30.00 Maximum pos.energy: +33.00 Spellpower: +15 Spell crit. chance: +5% Maximum positive energy: +33.00 Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
elven-wood shortstaff of channeling (23-27.6 power, 4 apr, physical damage) elven-wood shortstaff of channeling (23-27.6 power, 4 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 4 Base power: 23.0 - 27.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes damage: +23% blight Talent granted: +1 Command Staff Mana each turn: +0.13 Spellpower: +21 Spell crit. chance: +4% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 19 cooldown. Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
ethereal dragonbone magestaff of dawn (30-36 power, 6 apr, cold element) ethereal dragonbone magestaff of dawn (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 Damage (Melee): 8 % chance of confusion Changes stats: +7 Cun Changes damage: +30% cold Talent granted: +1 Command Staff Maximum pos.energy: +32.00 Spellpower: +22 Spell crit. chance: +5% Damage Shield penetration: +25% Maximum positive energy: +32.00 Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of paradox (30-36 power, 6 apr, arcane element) ethereal dragonbone magestaff of paradox (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Defense: +16 Damage (Melee): 8 % chance of confusion Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +21 Spell crit. chance: +5% Damage Shield penetration: +26% Reduces paradox failures(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff (30-36 power, 6 apr, fire element) infernal dragonbone magestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 26 fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +26.00% Spellpower: +21 Spell crit. chance: +5% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of invocation (25-30 power, 5 apr, arcane element) infernal elven-wood magestaff of invocation (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +23 Spell crit. chance: +4% See invisible: +10 It can be used to project damage in a cone from the staff, placing all other charms into a 6 cooldown. Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of channeling (25-30 power, 5 apr, temporal element) infernal elven-wood starstaff of channeling (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 21 fire Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +27.00% Mana each turn: +0.27 Spellpower: +31 Spell crit. chance: +4% See invisible: +13 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 19 cooldown. Staves designed for wielders of magic, by the greats of the art. |
keeper's dragonbone magestaff (30-36 power, 6 apr, cold element) keeper's dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Casting speed: +13% Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. |
keeper's yew shortstaff of blood (18-21.6 power, 3 apr, physical damage) keeper's yew shortstaff of blood (18-21.6 power, 3 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 3 Base power: 18.0 - 21.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 draining blight When wielded/worn: Changes damage: +18% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Casting speed: +10% Life leech chance: +5% Life leech: +6% Paradox regeneration: -2.40 Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, acid element) lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, acid element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 Effects on melee hit: * 12% chance to blind Changes stats: +7 Con Changes damage: +30% acid Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +22 Spell crit. chance: +5% Light radius: +4 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.3 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 108.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff (20-24 power, 4 apr, temporal element) lifebinding yew starstaff (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +20% temporal Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +14 Spell crit. chance: +3% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone shortstaff of projection (28-33.6 power, 5 apr, physical damage) magelord's dragonbone shortstaff of projection (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 30 arcane Changes damage: +28% acid Talent granted: +1 Command Staff Maximum mana: +72.00 Spellpower: +25 Spell crit. chance: +9% It can be used to project a bolt from the staff, placing all other charms into a 4 cooldown. Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
shimmering yew magestaff of projection (20-24 power, 4 apr, lightning element) shimmering yew magestaff of projection (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +33.00 Spellpower: +12 Spell crit. chance: +5% It can be used to project a bolt from the staff, placing all other charms into a 4 cooldown. Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of warding (15-18 power, 3 apr, arcane element) short ash magestaff of warding (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +4 Maximum wards: +2 arcane Changes damage: +15% arcane Talents granted: +1 Command Staff +2 Ward Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of breaching (30-36 power, 6 apr, lightning element) surging dragonbone magestaff of breaching (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone shortstaff of warding (28-33.6 power, 5 apr, physical damage) surging dragonbone shortstaff of warding (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 Maximum wards: +2 cold Changes damage: +28% cold Talents granted: +1 Command Staff +3 Ward Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 Spell crit. chance: +5% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
surging elven-wood shortstaff of greater warding (23-27.6 power, 4 apr, physical damage) surging elven-wood shortstaff of greater warding (23-27.6 power, 4 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 4 Base power: 23.0 - 27.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +8 Maximum wards: +3 arcane Changes damage: +23% arcane Talents granted: +1 Command Staff +2 Ward Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 Spell crit. chance: +4% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
void walker's dragonbone shortstaff of protection (28-33.6 power, 5 apr, physical damage) void walker's dragonbone shortstaff of protection (28-33.6 power, 5 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 5 Base power: 28.0 - 33.6 Uses stat: 90% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +14% temporal / +10% cold Changes damage: +28% temporal Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Defense after a teleport: +24 Resist all after a teleport: +18% New effects duration reduction after a teleport: +16% Reduces paradox failures(equivalent to willpower): +37 Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
This item will automatically be transmogrified when you leave the level. Getihad the Flashmarrow (40.5-56.7 power, 6 apr)Getihad the Flashmarrow (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. 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% On weapon hit: * 45% chance to cause random insanity Damage (Melee): +20 temporal / +20 nature Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances penetration: +5% light Light radius: +2 One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 70% Dex, 10% Cun Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 Mental crit. chance: +3% It can be used to strike all targets in a line, costing 7 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
This item will automatically be transmogrified when you leave the level. quick drakeskin leather whip of evisceration (37-40.7 power, 5 apr)quick drakeskin leather whip of evisceration (37-40.7 power, 5 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 37.0 - 40.7 Uses stat: 90% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +9.5% Attack speed: 143% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +10 Physical crit. chance: +12.0% Physical power: +12 Changes stats: +5 Dex Sharp, long and deadly. |
Girdle of Transmutation Girdle of TransmutationPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour: +8 Armour Hardiness: +10% Changes stats: +8 Con / +8 Mag Talent masteries: +0.20 Spell / Stone alchemy +0.20 Spell / Morph Talent cooldown: Flux (-2 turns) It can be used to transmute some of your life into mana/vim, costing 13 power out of 20/20. This belt changes shape when you put it on, becoming a perfect fit. |
Ivysetira IvysetiraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% darkness / +6% mind / +8% light Critical mult.: +10.00% Pinning immunity: +15% A belt that goes around your waist. |
drakeskin leather belt of valiance drakeskin leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil Mental save: +11 Maximum life: +89.00 A belt that goes around your waist. |
hardened leather belt of unlife hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
insulating drakeskin leather belt of burglary insulating drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +6 Lck Changes resistances: +10% cold / +10% fire Trap disarming bonus: +19 Stealth bonus: +5 Infravision radius: +6 A belt that goes around your waist. |
monstrous drakeskin leather belt of recklessness monstrous drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +17 Changes stats: +5 Str / +4 Con Critical mult.: +14.00% Physical save: +15 Size category: +1 A belt that goes around your waist. |
noble's drakeskin leather belt of shielding noble's drakeskin leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Reduced damage from: +28% Summoned It can be used to create a temporary shield that absorbs 296 damage, placing all other charms into a 19 cooldown. A belt that goes around your waist. |
skylord's drakeskin leather belt of life skylord's drakeskin leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Physical save: +13 Spell save: +16 Mental save: +19 Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a blast of ice, costing 19 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +5% lightning / +5% darkness / +5% nature / +5% cold / -30% arcane / +5% fire This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
enveloping elven-silk cloak of fog (26 def, 0 armour) enveloping elven-silk cloak of fog (26 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +26 Changes resistances: +19% light / +21% fire Stealth bonus: +12 Physical save: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of backstabbing (3 def, 0 armour) murderer's elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 Armour penetration: +21 Defense: +3 Changes stats: +6 Cun / +4 Dex Critical mult.: +27.00% Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of mindcraft (3 def, 0 armour) spellcowled elven-silk cloak of mindcraft (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Mag / +8 Wil / +4 Cun Spell save: +10 Maximum mana: +63.00 Mental crit. chance: +7% 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. Cyruta the Serpentdredge (5 def, 0 armour)Cyruta the Serpentdredge (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Effects on melee hit: * Slows global speed by 30% Changes resistances: +19% mind / +5% arcane Changes damage: +19% mind Grants telepathy: Dragon Mental save: +13 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe of alchemy (0 def, 0 armour) dreamer's linen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +11% physical / +12% darkness / +11% fire / +11% mind / +10% cold Changes damage: +6% acid / +5% physical / +5% cold / +5% fire Talent cooldown: Refit Golem (-2 turns) Physical save: +11 Spell save: +11 Mental save: +21 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. |
dreamer's silk robe of alchemy (3 def, 0 armour) dreamer's silk robe of alchemy (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +13% acid / +15% physical / +19% darkness / +13% fire / +21% mind / +14% cold Changes damage: +10% acid / +6% physical / +11% cold / +12% fire Talent cooldown: Refit Golem (-4 turns) Physical save: +16 Spell save: +15 Mental save: +34 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. |
mindwoven silk robe of Angolwen (3 def, 0 armour) mindwoven silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Wil / +4 Mag Mental save: +22 Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +13 Mindpower: +4 Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of alchemy (5 def, 0 armour) psion's elven-silk robe of alchemy (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +15% acid / +15% physical / +13% cold / +16% fire Changes resistances penetration: +13% mind Changes damage: +15% acid / +6% physical / +11% fire / +19% mind / +5% cold Talent cooldown: Refit Golem (-4 turns) Psi each turn: +0.74 Maximum psi: +28.00 Mindpower: +9 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of alchemy (5 def, 0 armour) psion's elven-silk robe of alchemy (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +13% acid / +13% physical / +15% cold / +15% fire Changes resistances penetration: +8% mind Changes damage: +15% acid / +9% physical / +9% cold / +12% mind / +9% fire Talent cooldown: Refit Golem (-5 turns) Psi each turn: +0.87 Maximum psi: +21.00 Mindpower: +10 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of power (5 def, 0 armour) shimmering elven-silk robe of power (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes damage: +17% arcane / +5% all Maximum mana: +37.00 Spellpower: +20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of power (5 def, 0 armour) spellwoven elven-silk robe of power (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes damage: +16% all Spell save: +21 Spellpower: +14 Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of Angolwen (5 def, 0 armour) stargazer's 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 Changes stats: +4 Mag / +4 Wil / +4 Cun Changes damage: +14% light / +13% darkness Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +22 Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of life (11 def, 6 armour) sunsealed elven-silk robe of life (11 def, 6 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +11 Changes stats: +7 Mag Changes resistances: +13% blight / +15% light / +8% darkness Changes damage: +13% light Life regen: +3.70 Maximum life: +116.00 Light radius: +2 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed linen robe of Angolwen (3 def, 3 armour) sunsealed linen robe of Angolwen (3 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Changes stats: +5 Mag / +2 Wil Changes resistances: +5% light / +6% darkness Changes damage: +6% light Silence immunity: +21% Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +30.00 Spellpower: +6 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Filthspire the pair of hardened leather boots (0 def, 3 armour) Filthspire the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +15% nature Changes resistances penetration: +10% light Changes damage: +6% light Silence immunity: +29% Confusion immunity: +31% Stun/Freeze immunity: +35% A pair of boots made of leather. |
undeterred pair of hardened leather boots of uncanny dodging (4 def, 3 armour) undeterred pair of hardened leather boots of uncanny dodging (4 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: +4 Ranged Defense: +5 Fatigue: +3% Silence immunity: +28% Confusion immunity: +26% Stun/Freeze immunity: +27% A pair of boots made of leather. |
wanderer's pair of voratun boots of speed (0 def, 5 armour) wanderer's pair of voratun boots of speed (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Con Physical save: +18 Mental save: +22 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 19 power out of 30/30) : Effective talent level: 5.2 Power cost: 19 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 95.25 physical damage in a radius of 4 each turn for 8 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
brawler's voratun gauntlets of sorrow (0 def, 3 armour) brawler's voratun gauntlets of sorrow (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 22% chance to cause random insanity Damage (Melee): 23 mind / 29 darkness Changes stats: +3 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 Mental save: -13 Mindpower: +9 Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 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. |
stone warden's hardened leather gloves of war-making (0 def, 10 armour) stone warden's hardened leather gloves of war-making (0 def, 10 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +10 Armour Hardiness: +8% Changes stats: +8 Con Changes resistances: +7% physical Critical mult.: +6.00% Spell crit. chance: +10% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of the starseeker (0 def, 2 armour) storm hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes stats: +1 Cun / +3 Mag Changes resistances: +7% lightning / +7% light / +8% darkness Changes damage: +5% lightning Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 100.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 6 power out of 10/10) : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 95.49 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (29% power) the target for 3 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Glethra (3 def, 5 armour) Glethra (3 def, 5 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 Effects on melee hit: * 30 arcane resource burn * 15% chance to corrode armor Changes stats: +6 Mag / +7 Wil / +5 Con Changes resistances: +28% lightning / +9% acid Changes damage: +19% lightning Spell save: +25 Spellpower: +5 It can be used to activate talent Stone Wall, placing all other charms into a 51 cooldown : Effective talent level: 1.3 Power cost: 51 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 132.50 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +15 Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 It can be used to activate talent Wormhole (costing 10 power out of 15/15) : Effective talent level: 1.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
augmenting cashmere wizard hat of earthrunes (2 def, 3 armour) augmenting cashmere wizard hat of earthrunes (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Changes stats: +3 Con Changes damage: +5% acid / +5% cold / +6% fire / +6% arcane / +7% lightning It can be used to activate talent Stone Wall, placing all other charms into a 51 cooldown : Effective talent level: 1.3 Power cost: 51 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 132.50 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of light (+22%) (3 def, 0 armour) augmenting elven-silk wizard hat of light (+22%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +22% light Changes damage: +13% acid / +15% light / +10% fire / +13% cold / +8% arcane / +9% lightning A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Stokewhisper' (2 def, 0 armour) cashmere wizard hat 'Stokewhisper' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 8 mind Changes damage: +3% fire Grants telepathy: Demon/Minor Demon/Major Life regen: +2.70 Psi when hit: +0.12 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour) eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +7 Con / +10 Mag Changes damage: +16% arcane Mana each turn: +2.00 Mana when hit: +2.80 Maximum mana: +110.00 Spellpower: +9 It can be used to activate talent Manaflow, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
mindcaging voratun helm of ire (0 def, 5 armour) mindcaging voratun helm of ire (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Changes resistances: +21% mind Physical save: +6 Mental save: +34 Confusion immunity: +34% It can be used to activate talent Battle Cry, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearforged voratun mail armour of thunder (5 def, 10 armour) fearforged voratun mail armour of thunder (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +18 Armour: +10 Defense: +5 Fatigue: +25% Changes stats: +7 Str / +7 Mag / +7 Wil / +7 Con Changes resistances: +17% lightning / +10% fire / -11% light / +13% darkness Physical save: +8 Spell save: +8 Mental save: +8 Spellpower: +20 Spell crit. chance: +7% Mindpower: +22 Mental crit. chance: +7% A suit of armour made of mail. |
aetheric drakeskin leather armour of alacrity (5 def, 8 armour) aetheric drakeskin leather armour of alacrity (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Damage (Melee): 7 arcane Damage (Ranged): 6 arcane Mana each turn: +0.30 Spellpower: +16 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of natural resilience (9 def, 16 armour)voratun plate armour of natural resilience (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances: +16% nature / +18% blight Reduced damage from: +15% Unnatural A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 240 block) Blightstopper (18 def, 12 armour, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 Ranged Defense: +12 Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 Disease immunity: +60% It can be used to purge diseases and increase your resistances, costing 16 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Layolaith (12 def, 3 armour, 214.5 block) Layolaith (12 def, 3 armour, 214.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +2 Cun Changes resistances: +15% physical Maximum wards: +6 lightning / +7 temporal / +6 blight / +6 fire / +7 cold Talents granted: +5 Block +2 Ward Critical mult.: +5.00% Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum psi: +20.00 Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 Ranged Defense: +10 Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 Spellpower: +12 Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 280 block) Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. When wielded/worn: Armour: +20 Defense: +16 Ranged Defense: +17 Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
lunar marble wardstone lunar marble wardstoneRequires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 Changes stats: +4 Cun / +3 Mag Reduce damage by fixed amount: +5 all P.Energy each turn: +0.50 N.Energy each turn: +0.30 Maximum pos.energy: +17.00 Maximum neg.energy: +9.00 Slows Projectiles: +30% Maximum positive energy: +17.00 Maximum negative energy: +9.00 Handheld warding devices |
6 agate 6 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 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
539 alchemist agate 539 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. |
13 onyx 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
12 opal 12 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
16 sapphire 16 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. brutal voratun pickaxe (dig speed 11 turns)brutal voratun pickaxe (dig speed 11 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 Changes stats: +3 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
12 emerald 12 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 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
15 jade 15 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 10 power out of 25/25) : Effective talent level: 1.0 Power cost: 10 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
23 alchemist bloodstone 23 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 bloodstone 17 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% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 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% When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
21 garnet 21 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 128 power out of 392/400. 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. |
This item will automatically be transmogrified when you leave the level. arcing pouch of voratun shots of torment (20/20, 54-64.8 power, 6 apr)arcing pouch of voratun shots of torment (20/20, 54-64.8 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target Damage (Ranged): +16 lightning / +11 mind / +13 darkness Shots are used with slings to pummel your foes to death. |
stralite torque of psychoportation [power 47] (19 cooldown) stralite torque of psychoportation [power 47] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 47), placing all other charms into a 19 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of mindblast [power 345] (6 cooldown) supercharged stralite torque of mindblast [power 345] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a beam (dam 172-345), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of kinetic psionic shield [power 147] (13 cooldown) telekinetic voratun torque of kinetic psionic shield [power 147] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 147 for 7 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of thorny skin 'Duriharahor' [power 114] (20 cooldown) dragonbone totem of thorny skin 'Duriharahor' [power 114] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +9% arcane Grants telepathy: Dragon Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spell save: +9 Maximum mana: +60.00 Spell crit. chance: +3% It can be used to harden the skin for 7 turns increasing armour by 114 and armour hardiness by 70%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
Bethyth [power 337] (7 cooldown) Bethyth [power 337] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +6 Physical crit. chance: +1.0% Damage when hit (Melee): 4 arcane Changes damage: +9% arcane / +3% physical Life regen: +0.20 Maximum vim: +9.00 It can be used to fire a bolt of a random element (dam 168-337), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Carriondash [power 499] (7 cooldown) Carriondash [power 499] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind * Slows global speed by 15% * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 nature Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +15% light Changes damage: +3% temporal Talent granted: +1 Ward Light radius: +3 It can be used to fire a bolt of a random element (dam 250-499), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 It can be used to release a burst of void energy, costing 13 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
defiled dragonbone wand of conjuration [power 499] (7 cooldown) defiled dragonbone wand of conjuration [power 499] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +5.00 It can be used to fire a bolt of a random element (dam 250-499), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration [power 457] (7 cooldown) dragonbone wand of conjuration [power 457] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element (dam 228-457), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. overpowered dragonbone wand of clairvoyance [power 20] (6 cooldown)overpowered dragonbone wand of clairvoyance [power 20] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 20), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of conjuration [power 691] (11 cooldown) overpowered elven-wood wand of conjuration [power 691] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 346-691), placing all other charms into a 11 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of conjuration [power 523] (7 cooldown) volcanic dragonbone wand of conjuration [power 523] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +2 Volcano It can be used to fire a bolt of a random element (dam 262-523), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of trap destruction [power 80] (10 cooldown) warded elven-wood wand of trap destruction [power 80] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 lightning / +2 temporal / +2 blight / +3 fire / +2 cold Talent granted: +1 Ward It can be used to try to disarm traps in a line (disarm power 80), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
14 diamond 14 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 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
14 moonstone 14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
15 pearl 15 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 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
16 quartz 16 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
By Luka Megurine the Shalore Archmage level 40
41st Dusk 123rd year of Ascendancy at 17:59 see stats
By Luka Megurine the Shalore Archmage level 47
3rd Flare 124th year of Ascendancy at 14:48 see stats
By Luka Megurine the Shalore Archmage level 40
35th Dusk 123rd year of Ascendancy at 11:51 see stats
By Luka Megurine the Shalore Archmage level 42
21st Haze 123rd year of Ascendancy at 17:27 see stats
By Luka Megurine the Shalore Archmage level 43
47th Haze 123rd year of Ascendancy at 17:09 see stats
By Luka Megurine the Shalore Archmage level 46
52nd Pyre 124th year of Ascendancy at 05:42 see stats
By Luka Megurine the Shalore Archmage level 42
17th Haze 123rd year of Ascendancy at 01:11 see stats
By Luka Megurine the Shalore Archmage level 32
9th Pyre 123rd year of Ascendancy at 21:29 see stats
By Luka Megurine the Shalore Archmage level 9
33rd Dusk 122nd year of Ascendancy at 12:04 see stats
By Luka Megurine the Shalore Archmage level 41
65th Dusk 123rd year of Ascendancy at 01:50 see stats
By Luka Megurine the Shalore Archmage level 19
21st Regrowth 123rd year of Ascendancy at 00:40 see stats
By Luka Megurine the Shalore Archmage level 32
8th Pyre 123rd year of Ascendancy at 16:25 see stats
By Luka Megurine the Shalore Archmage level 50
21st Haze 124th year of Ascendancy at 16:43 see stats
By Luka Megurine the Shalore Archmage level 39
31st Dusk 123rd year of Ascendancy at 05:34 see stats
By Luka Megurine the Shalore Archmage level 26
44th Regrowth 123rd year of Ascendancy at 20:33 see stats
By Luka Megurine the Shalore Archmage level 44
49th Haze 123rd year of Ascendancy at 05:53 see stats
By Luka Megurine the Shalore Archmage level 10
38th Dusk 122nd year of Ascendancy at 01:41 see stats
By Luka Megurine the Shalore Archmage level 20
21st Regrowth 123rd year of Ascendancy at 04:47 see stats
By Luka Megurine the Shalore Archmage level 30
68th Regrowth 123rd year of Ascendancy at 18:32 see stats
By Luka Megurine the Shalore Archmage level 40
34th Dusk 123rd year of Ascendancy at 04:34 see stats
By Luka Megurine the Shalore Archmage level 50
61st Dusk 124th year of Ascendancy at 04:35 see stats
By Luka Megurine the Shalore Archmage level 45
61st Regrowth 124th year of Ascendancy at 16:04 see stats
By Luka Megurine the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 22:15 see stats
By Luka Megurine the Shalore Archmage level 50
73rd Dusk 124th year of Ascendancy at 12:42 see stats
By Luka Megurine the Shalore Archmage level 49
29th Dusk 124th year of Ascendancy at 06:19 see stats
By Luka Megurine the Shalore Archmage level 47
7th Dusk 124th year of Ascendancy at 14:52 see stats
By Luka Megurine the Shalore Archmage level 12
1st Haze 122nd year of Ascendancy at 10:35 see stats
By Luka Megurine the Shalore Archmage level 28
51st Regrowth 123rd year of Ascendancy at 10:58 see stats
By Luka Megurine the Shalore Archmage level 33
44th Pyre 123rd year of Ascendancy at 07:12 see stats
By Luka Megurine the Shalore Archmage level 42
12nd Haze 123rd year of Ascendancy at 11:30 see stats
By Luka Megurine the Shalore Archmage level 38
1st Dusk 123rd year of Ascendancy at 05:30 see stats
By Luka Megurine the Shalore Archmage level 12
44th Haze 122nd year of Ascendancy at 11:36 see stats
By Luka Megurine the Shalore Archmage level 26
44th Regrowth 123rd year of Ascendancy at 20:06 see stats
By Luka Megurine the Shalore Archmage level 32
41st Pyre 123rd year of Ascendancy at 12:05 see stats
By Luka Megurine the Shalore Archmage level 24
37th Regrowth 123rd year of Ascendancy at 04:15 see stats
By Luka Megurine the Shalore Archmage level 45
29th Regrowth 124th year of Ascendancy at 07:28 see stats
By Luka Megurine the Shalore Archmage level 32
40th Pyre 123rd year of Ascendancy at 20:07 see stats
By Luka Megurine the Shalore Archmage level 39
33rd Dusk 123rd year of Ascendancy at 02:56 see stats
By Luka Megurine the Shalore Archmage level 26
47th Regrowth 123rd year of Ascendancy at 02:17 see stats
By Luka Megurine the Shalore Archmage level 39
34th Dusk 123rd year of Ascendancy at 04:34 see stats
Log
Luka Megurine is not stunned anymore.
Luka Megurine has recovered!
Elandar killed Golem (servant of Luka Megurine)!
High Sun Paladin Aeryn receives 14 healing from Shield of Light.
Luka Megurine hits Argoniel for 9 lightning damage.
Luka Megurine hits High Sun Paladin Aeryn for 11 lightning damage.
Luka Megurine hits Elandar for 8 lightning damage.
Hotkey page 2 is now displayed.
Luka Megurine casts Time Prison.
Elandar resists the time prison.
Argoniel casts Empathic Hex.
Luka Megurine is hexed.
Argoniel misses High Sun Paladin Aeryn.
Lava floor hits Argoniel for 10 fire damage.
Elandar casts Freeze.
The fabric of space around Luka Megurine stabilizes to normal.
Luka Megurine is recovering from the damage!
Luka Megurine is encased in ice!
Luka Megurine teleports some damage to Elandar!
Elandar hits Argoniel for 82 teleported damage.
Elandar hits Luka Megurine for (82 teleported), 459 cold (459 total damage).
Burning from Luka Megurine hits Iceblock for 125 fire damage.
High Sun Paladin Aeryn is covered in acid!
High Sun Paladin Aeryn misses Argoniel.
High Sun Paladin Aeryn hits Argoniel for 38 physical, 7 blight, 11 acid, 6 fire, 19 light (81 total damage).
Luka Megurine's spell attains critical power!
Luka Megurine's spell attains critical power!
Elandar casts Lightning.
Elandar's spell attains critical power!