
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
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. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: 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: Utility Supplies 1.1.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] 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: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned NPC Forgiveness 2.2 1.2.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Hireable Companions 1.0.4 Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! 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. Misc objects Addon 1.0.4Adds new objects and weapons into the game, such as 1h staves, common whips and else. 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. New Gem Types 1.2.1Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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. 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. 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. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Arcanum Class Pack 1.2.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. 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 !! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 49 / 6% |
Size | medium |
Lifes / Deaths | Killed by Emyrin the green worm mass at level 7 on the 76th Pyre 122nd year of Ascendancy at 00:25 4 / 3Killed by Emyrin the green worm mass at level 7 on the 76th Pyre 122nd year of Ascendancy at 04:10 Killed by Zarelur the halfling at level 14 on the 9th Flare 122nd year of Ascendancy at 01:39 |
Primary Stats
Strength | 117 (base 60) |
Dexterity | 70 (base 60) |
Constitution | 123 (base 60) |
Magic | 62 (base 60) |
Willpower | 63 (base 60) |
Cunning | 77 (base 60) |
Resources
Mana | 973/973 |
Negative | 78/194 |
Life | 1663/1663 |
Souls | 1/10 |
Paradox | 0 |
Hate | 67/100 |
Psi | 434/434 |
Vim | 292/292 |
Equilibrium | 0 |
Positive | 78/194 |
Stamina | 490/490 |
Psi_feedback | 3/110 |
Healing Factor | 2.5 |
Regeneration | 121.14170421917 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +214.26493506062% |
Spell | 0% |
Global | +130.30120481928% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 23 |
Offense: Mainhand
Damage | 175 |
Accuracy | 111 |
Crit Chance | 101% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 81.064080946505 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 45.133333333333 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 0 (35%) |
Defense | 62.586762344982 |
Ranged Defense | 62.586762344982 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 181.44949467979 |
Mental Save | 0 |
Defense: Resistances
All | + 95%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Knockback Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Stun Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 26. Afterwards you stay out of phase for 13 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 260 damage for 13 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse 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 1560% over 26 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Chronomancy / Paradox | 1.00 |
| 7/5 |
| 0/5 |
| 7/5 |
| 0/5 |
Celestial / Sun | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 34/5 |
| 34/5 |
| 34/5 |
| 34/5 |
Psionic / Charged mastery | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Wild-gift / Fire drake aspect | 1.00 |
| 4/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Poison alchemy | 1.00 |
| 7/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Slaughter | 1.00 |
| 10/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Corruption / Sanguisuge | 1.00 |
| 18/5 |
| 0/5 |
| 10/5 |
| 10/5 |
Wild-gift / Slime | 1.00 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 7/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Spell / Blight | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Metal alchemy | 1.00 |
| 7/5 |
| 7/5 |
| 8/5 |
| 5/5 |
Chronomancy / Age Manipulation | 1.00 |
| 32/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Bloodthirst | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 32/5 |
Technique / Two-handed weapons | 1.00 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Wild-gift / Ooze | 1.00 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.00 |
| 10/5 |
| 8/5 |
| 7/5 |
| 8/5 |
Technique / Archery excellence | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
Celestial / Twilight | 1.00 |
| 10/5 |
| 5/5 |
| 8/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 14/5 |
| 12/5 |
| 11/5 |
| 12/5 |
Chronomancy / Timeline Threading | 1.00 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 29/5 |
Cunning / Dirty fighting | 1.00 |
| 46/5 |
| 46/5 |
| 9/5 |
| 11/5 |
Cursed / Gloom | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Inanimation | 1.00 |
| 32/5 |
| 5/5 |
| 32/5 |
| 32/5 |
Corruption / Blood | 1.00 |
| 15/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Crusader | 1.00 |
| 8/5 |
| 8/5 |
| 32/5 |
| 8/5 |
Wild-gift / Oozing blades | 1.00 |
| 32/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Chronomancy / Matter | 1.00 |
| 8/5 |
| 32/5 |
| 7/5 |
| 32/5 |
Technique / Combat veteran | 1.00 |
| 53/5 |
| 53/5 |
| 53/5 |
| 53/5 |
Spell / Shades | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Corruption / Vim | 1.00 |
| 19/5 |
| 0/5 |
| 9/5 |
| 10/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Venom drake aspect | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Corruption / Scourge | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Technique / Archery - slings | 1.00 |
| 10/5 |
| 6/5 |
| 3/5 |
| 7/5 |
Celestial / Circles | 1.00 |
| 8/5 |
| 7/5 |
| 8/5 |
| 8/5 |
Spell / Enchanted combat | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Psionic / Projection | 1.00 |
| 6/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Wild-gift / Summoning (melee) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Disenchantment | 1.00 |
| 0/5 |
| 32/5 |
| 8/5 |
| 8/5 |
Psionic / Kinetic mastery | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Elemental fusion | 1.00 |
| 8/5 |
| 7/5 |
| 8/5 |
| 8/5 |
| 7/5 |
| 8/5 |
Spell / Storm | 1.00 |
| 39/5 |
| 9/5 |
| 10/5 |
| 10/5 |
Spell / Enchanted trinkets | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.00 |
| 11/5 |
| 0/5 |
| 27/5 |
| 27/5 |
Spell / Enchanted armours | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Gravity | 1.00 |
| 3/5 |
| 32/5 |
| 7/5 |
| 7/5 |
Technique / Shield defense | 1.00 |
| 22/5 |
| 8/5 |
| 22/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 12/5 |
| 46/5 |
| 10/5 |
| 10/5 |
Corruption / Reaving combat | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Dual techniques | 1.00 |
| 41/5 |
| 41/5 |
| 41/5 |
| 41/5 |
Spell / Power | 1.00 |
| 7/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Technique / Dual weapons | 1.00 |
| 41/5 |
| 8/5 |
| 41/5 |
| 41/5 |
Spell / Advanced necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 8/5 |
| 8/5 |
Spell / Chaotic hedgemagic | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Cunning / Lethality | 1.00 |
| 39/5 |
| 11/5 |
| 39/5 |
| 39/5 |
Spell / Ordered hedgemagic | 1.00 |
| 32/5 |
| 8/5 |
| 32/5 |
| 32/5 |
Technique / Archery - bows | 1.00 |
| 10/5 |
| 7/5 |
| 7/5 |
| 8/5 |
Spell / Void | 1.00 |
| 7/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Spell / Nightfall | 1.00 |
| 32/5 |
| 10/5 |
| 32/5 |
| 32/5 |
Spell / Energy alchemy | 1.00 |
| 3/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Star fury | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Distort | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Wild-gift / Summoning (distance) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / High magic | 1.20 |
| 27/5 |
| 27/5 |
| 27/5 |
| 27/5 |
Corruption / Bone | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Wild-gift / Moss | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.00 |
| 12/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cursed / Darkness | 1.00 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Psionic / Thought-Forms | 1.00 |
| 6/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Psionic / Solipsism | 1.00 |
| 6/5 |
| 0/5 |
| 4/5 |
| 1/5 |
Technique / Warcries | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Psionic / Slumber | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 10/5 |
| 8/5 |
| 7/5 |
| 8/5 |
Psionic / Psychic Assault | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Psionic / Nightmare | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Psionic / Dream Smith | 1.00 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Psionic / Distortion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
Spell / Meta | 1.00 |
| 46/5 |
| 6/5 |
| 46/5 |
| 10/5 |
Psionic / Discharge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Sunlight | 1.00 |
| 10/5 |
| 24/5 |
| 24/5 |
| 24/5 |
Celestial / Guardian | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 8/5 |
Cunning / Stealth | 1.00 |
| 39/5 |
| 39/5 |
| 39/5 |
| 39/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.00 |
| 7/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Wild-gift / Corrosive blades | 1.00 |
| 32/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
Spell / Morph | 1.00 |
| 39/5 |
| 8/5 |
| 39/5 |
| 39/5 |
Cursed / Endless hunt | 1.00 |
| 7/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Psionic / Voracity | 1.00 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Chronomancy / Speed Control | 1.00 |
| 32/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Arcane elements | 1.00 |
| 39/5 |
| 8/5 |
| 39/5 |
| 39/5 |
| 39/5 |
| 39/5 |
| 8/5 |
| 39/5 |
Technique / Archery prowess | 1.00 |
| 10/5 |
| 7/5 |
| 8/5 |
| 7/5 |
Psionic / Thermal mastery | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Celestial / Glyphs | 1.00 |
| 8/5 |
| 7/5 |
| 8/5 |
| 8/5 |
Spell / Arcane | 1.00 |
| 46/5 |
| 46/5 |
| 46/5 |
| 46/5 |
Chronomancy / Time Travel | 1.00 |
| 32/5 |
| 32/5 |
| 7/5 |
| 7/5 |
Psionic / Augmented striking | 1.00 |
| 4/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cursed / One with shadows | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Cursed / Punishments | 1.00 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Celestial / Radiance | 1.00 |
| 8/5 |
| 32/5 |
| 7/5 |
| 32/5 |
Technique / Shield offense | 1.00 |
| 13/5 |
| 10/5 |
| 27/5 |
| 27/5 |
Corruption / Blight | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Fire alchemy | 1.00 |
| 10/5 |
| 7/5 |
| 7/5 |
| 8/5 |
Psionic / Absorption | 1.00 |
| 7/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Technique / Finishing moves | 1.00 |
| 10/5 |
| 8/5 |
| 39/5 |
| 8/5 |
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Strife | 1.00 |
| 8/5 |
| 8/5 |
| 3/5 |
| 8/5 |
Technique / Grappling | 1.00 |
| 8/5 |
| 39/5 |
| 7/5 |
| 8/5 |
Cunning / Called Shots | 1.00 |
| 10/5 |
| 0/5 |
| 3/5 |
| 32/5 |
Celestial / Eclipse | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 8/5 |
Technique / Superiority | 1.00 |
| 32/5 |
| 32/5 |
| 10/5 |
| 32/5 |
Spell / Wildfire | 1.00 |
| 8/5 |
| 39/5 |
| 10/5 |
| 9/5 |
Spell / Enchanted weapons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Eyal's fury | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.20 |
| 33/5 |
| 33/5 |
| 33/5 |
| 33/5 |
Cunning / Tactical | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Necrotic minions | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Celestial / Combat | 1.00 |
| 10/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Spell / Fire | 1.00 |
| 39/5 |
| 39/5 |
| 39/5 |
| 39/5 |
Technique / Pugilism | 1.00 |
| 10/5 |
| 39/5 |
| 5/5 |
| 8/5 |
Technique / Unarmed discipline | 1.00 |
| 8/5 |
| 8/5 |
| 39/5 |
| 8/5 |
Cunning / Trapping | 1.00 |
| 34/5 |
| 0/5 |
| 34/5 |
| 9/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 5/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cunning / Shadow magic | 1.00 |
| 10/5 |
| 32/5 |
| 32/5 |
| 8/5 |
Spell / Explosive admixtures | 1.00 |
| 10/5 |
| 8/5 |
| 6/5 |
| 8/5 |
Technique / Combat techniques | 1.00 |
| 14/5 |
| 56/5 |
| 54/5 |
| 55/5 |
Spell / Necrosis | 1.00 |
| 10/5 |
| 2/5 |
| 8/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.00 |
| 8/5 |
| 8/5 |
| 5/5 |
| 8/5 |
Cunning / TechPaladin | 1.20 |
| 1/1 |
| 4/1 |
| 20/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.00 |
| 10/5 |
| 7/5 |
| 32/5 |
| 32/5 |
Spell / Ice | 1.00 |
| 8/5 |
| 39/5 |
| 39/5 |
| 12/5 |
Spell / Acid alchemy | 1.00 |
| 8/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cursed / Shadows | 1.00 |
| 6/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Technique / Tireless Combatant | 1.00 |
| 7/5 |
| 32/5 |
| 8/5 |
| 8/5 |
Technique / Berserker's strength | 1.00 |
| 10/5 |
| 0/5 |
| 32/5 |
| 32/5 |
Spell / Illusion | 1.00 |
| 32/5 |
| 5/5 |
| 32/5 |
| 32/5 |
Spell / Enhancement | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Wild-gift / Mucus | 1.00 |
| 3/5 |
| 32/5 |
| 0/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Animus | 1.00 |
| 8/5 |
| 8/5 |
| 0/5 |
| 2/5 |
Spell / Elementalism | 1.00 |
| 7/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.00 |
| 10/5 |
| 46/5 |
| 10/5 |
| 46/5 |
Spell / Water | 1.00 |
| 9/5 |
| 10/5 |
| 39/5 |
| 10/5 |
Spell / Temporal | 1.00 |
| 10/5 |
| 46/5 |
| 46/5 |
| 46/5 |
Wild-gift / Summoning (augmentation) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.00 |
| 11/5 |
| 1/5 |
| 10/5 |
| 39/5 |
Cursed / Force of will | 1.00 |
| 6/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 32/5 |
| 0/5 |
| 7/5 |
Celestial / Light | 1.00 |
| 32/5 |
| 32/5 |
| 10/5 |
| 32/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 7/5 |
| 0/5 |
| 7/5 |
Spell / Conveyance | 1.00 |
| 46/5 |
| 46/5 |
| 46/5 |
| 46/5 |
Psionic / Dream Forge | 1.00 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 10/5 |
| 8/5 |
| 6/5 |
| 8/5 |
Psionic / Feedback | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.00 |
| 6/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Staff magic | 1.20 |
| 8/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Cunning / Herbalism | 1.00 |
| 7/5 |
| 8/5 |
| 8/5 |
| 7/5 |
Spell / Mana alchemy | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Corruption / Curses | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Force | 1.00 |
| 39/5 |
| 39/5 |
| 39/5 |
| 39/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Staff combat | 1.00 |
| 32/5 |
| 32/5 |
| 32/5 |
| 32/5 |
Psionic / Mentalism | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 12/5 |
| 5/5 |
| 46/5 |
Corruption / Torment | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 8/5 |
Technique / Thuggery | 1.00 |
| 7/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 7/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 8/5 |
| 7/5 |
| 5/5 |
| 7/5 |
Chronomancy / Energy | 1.00 |
| 7/5 |
| 7/5 |
| 32/5 |
| 32/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Corruption / Hexes | 1.00 |
| 12/5 |
| 10/5 |
| 10/5 |
| 5/5 |
Psionic / Dreaming | 1.00 |
| 6/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 7/5 |
| 32/5 |
| 7/5 |
| 7/5 |
Cunning / Survival | 1.00 |
| 44/5 |
| 44/5 |
| 13/5 |
| 44/5 |
Technique / Unarmed training | 1.00 |
| 39/5 |
| 39/5 |
| 8/5 |
| 8/5 |
Celestial / Hymns | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Aegis | 1.00 |
| 9/5 |
| 39/5 |
| 39/5 |
| 39/5 |
Technique / Combat training | 1.00 |
| 56/5 |
| 59/5 |
| 30/5 |
| 30/5 |
| 56/5 |
Technique / Mobility | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Conditioning | 1.00 |
| 44/5 |
| 44/5 |
| 44/5 |
| 44/5 |
Celestial / Chants | 1.00 |
| 32/5 |
| 32/5 |
| 8/5 |
| 8/5 |
Cunning / Scoundrel | 1.00 |
| 32/5 |
| 7/5 |
| 32/5 |
| 32/5 |
Technique / Field control | 1.00 |
| 34/5 |
| 0/5 |
| 7/5 |
| 34/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 8/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Dark sustenance | 1.00 |
| 6/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Acrobatics | 1.00 |
| 39/5 |
| 9/5 |
| 39/5 |
| 39/5 |
Effects
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Countering melee attacks: Has a 59% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity |
Quests
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 |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you learnt talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you learnt talent Channel Staff (+1 level(s)). | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
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 |
Equipment
Around waist | nightruned rough leather belt of carrying nightruned rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% light / +6% darkness Maximum encumbrance: +20 A belt that goes around your waist. |
In main hand | ash vilestaff (15-18 power, 3 apr, darkness element) ash vilestaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. 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: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat of fire (+15%) (1 def, 0 armour) linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
Quiver | 1713 alchemist agate 1713 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Inventory
Primal Infusion (affinity 26%; cure magical, physical, mental) Primal Infusion (affinity 26%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 26% for 16 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the warrior (heal 1344 over 13 turns)regeneration infusion of the warrior (heal 1344 over 13 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 1344 life over 13 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 18; power 55; turns 3; dispells darkness)sun infusion (rad 18; power 55; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 18 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 55) for 3 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. |
2 infusion patches of clearing 2 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of extra healing infusion patch of extra healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of healing infusion patch of healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of lesser healing infusion patch of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
5 infusion patches of light healing 5 infusion patches of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of speed 3 infusion patches of speedInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 4 It can be used to increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
biting gale rune of the warrior (569 cold damage; 114 apply power) biting gale rune of the warrior (569 cold damage; 114 apply power)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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 568.81 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 114. The deep cold also crystalizes your mind, removing one random detrimental mental 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. |
controlled phase door rune of the wizard (range 21) controlled phase door rune of the wizard (range 21)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 21. 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. |
heat beam rune (469 fire damage) heat beam rune (469 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: 16 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 469.25 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. |
manasurge rune (2220% regen over 26 turns; 111 instant mana) manasurge rune (2220% regen over 26 turns; 111 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: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2220% over 26 turns and instantly restoring 111 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 (1890% regen over 26 turns; 95 instant mana) manasurge rune (1890% regen over 26 turns; 95 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 1890% over 26 turns and instantly restoring 95 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 wizard (2980% regen over 26 turns; 149 instant mana) manasurge rune of the wizard (2980% regen over 26 turns; 149 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 2980% over 26 turns and instantly restoring 149 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. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 21; dur 47; see horror)vision rune (radius 21; dur 47; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (21 radius) and to allow you to see invisible and stealthed creatures (power 36) for 47 turns. Your mind will become more receptive for 47 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
3 scrolls of phase door 3 scrolls of phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 1 It can be used to teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Genn GennInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 Changes stats: +5 Con Changes resistances: +3% blight / +2% physical Changes damage: +9% physical Talent mastery: +0.29 Wild-gift / Eyal's fury Physical save: +12 Spell save: +10 Mental save: +6 Pinning immunity: +10% Life regen: +1.40 Maximum life: +62.00 Combat speed: +10% Amulets can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 5 power out of 30/30) : Effective talent level: 1.0 Power cost: 5 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 27.38 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Poruta the steel ring Poruta the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random insanity Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 8 bleed Changes stats: +3 Cun Changes resistances: +10% mind Changes resistances penetration: +10% mind Changes damage: +10% mind Blindness immunity: +25% Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Mental crit. chance: +1% Infravision radius: +3 See stealth: +6 See invisible: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 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. |
conjurer's stralite ring of warding conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +23% acid / +16% fire / +10% lightning / +17% cold Spellpower: +9 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite ring of pilferingstralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +10 Defense: +8 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Whirlwind (15-22.5 power, 1 apr) Whirlwind (15-22.5 power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
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 6 power out of 50/50) : Effective talent level: 4.0 Power cost: 6 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 12.41 light damage and 15.58 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. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to strike with your weapon as 100% light damage, up to 4 spaces away, healing for 50% of the damage dealt, costing 5 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. elemental stralite greatsword (47.5-76 power, 3 apr)elemental stralite greatsword (47.5-76 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +16% acid / +13% fire / +13% lightning / +16% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick iron greatsword of ruin (17.5-28 power, 1 apr)quick iron greatsword of ruin (17.5-28 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +9 Armour penetration: +9 Physical crit. chance: +7.0% Changes stats: +3 Dex Critical mult.: +16.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of dampening (49.5-79.2 power, 3 apr)quick stralite greatsword of dampening (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +13 Changes stats: +6 Dex Changes resistances: +14% acid / +16% fire / +17% lightning / +10% cold Spell save: +13 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of evisceration (48-76.8 power, 3 apr)quick stralite greatsword of evisceration (48-76.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +13 Physical crit. chance: +13.0% Physical power: +12 Changes stats: +5 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite greatsword of ruin (46-73.6 power, 3 apr)thought-forged stralite greatsword of ruin (46-73.6 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 26% chance to cause random insanity Damage (Melee): +19 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes stats: +5 Cun / +5 Wil Critical mult.: +17.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thunderous stralite greatsword of disruption (50-80 power, 3 apr)thunderous stralite greatsword of disruption (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to daze * disrupts spell-casting Damage against: +19% Unnatural When wielded/worn: Changes stats: +3 Str / +5 Dex / +3 Mag / +6 Wil / +3 Cun / +5 Con Changes resistances penetration: +13% lightning Massive two-handed swords. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 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 Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
This item will automatically be transmogrified when you leave the level. caustic elven-wood longbow of naturecaustic elven-wood longbow of nature Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 11% chance to corrode armor Damage (Ranged): +13 nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +11% nature / +7% acid Life regen: +0.90 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal yew longbow of naturefungal yew longbow of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +13 nature When wielded/worn: Changes stats: +3 Con Changes resistances: +4% all Changes resistances penetration: +8% nature Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 106 life over 5 turns, placing all other charms into a 3 cooldown. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. glacial elven-wood longbow of true flightglacial elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +9 cold When wielded/worn: Accuracy: +9 Physical crit. chance: +9.0% Armour: +9 Changes resistances penetration: +9% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elven-wood longbow of powermighty elven-wood longbow of power Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +11 Changes stats: +4 Str Changes resistances penetration: +17% physical Changes damage: +16% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elven-wood longbow of true flightmighty elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +9 Physical crit. chance: +5.0% Physical power: +9 Changes stats: +1 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady elven-wood longbow of powersteady elven-wood longbow of power Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +8 Changes resistances penetration: +13% physical Changes damage: +17% physical Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel longsword of rage (25.5-35.7 power, 4 apr)inquisitor's dwarven-steel longsword of rage (25.5-35.7 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Accuracy: +8 Changes stats: +3 Str Changes damage: +10% physical Stamina when hit: +1.10 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel mace of massacre (35.5-49.7 power, 4 apr)plaguebringer's dwarven-steel mace of massacre (35.5-49.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to disease Damage (Melee): +7 blight When wielded/worn: Disease immunity: +18% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite mace of projection (37-51.8 power, 5 apr)plaguebringer's stralite mace of projection (37-51.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 11% chance to disease Damage (Melee): +11 blight / +7 mind When wielded/worn: Disease immunity: +18% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 1 cooldown. Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 Maximum psi: +20.00 Mindpower: +15 Mental crit. chance: +8% It can be used to activate talent Resonance Field (costing 4 power out of 25/25) : Effective talent level: 3.0 Power cost: 4 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (269 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 9 power out of 60/60) : Effective talent level: 1.0 Power cost: 9 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 38 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level. horrifying thorny mindstar of frost (10-11 power, 24 apr, nature damage)horrifying thorny mindstar of frost (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 9 ice / 6 mind / 4 darkness Changes resistances: +6% cold Changes resistances penetration: +6% cold Changes damage: +7% cold / +4% mind / +5% darkness Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. wyrm's pulsing mindstar of clarity (13.5-14.85 power, 32 apr, nature damage)wyrm's pulsing mindstar of clarity (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning / 5 physical / 6 fire / 5 acid / 6 cold Changes resistances: +6% lightning / +6% physical / +6% cold / +6% fire / +4% acid Mental save: +6 Maximum psi: +38.00 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Phantasmal Blade (18.5-24.05 power, 9 apr) Phantasmal Blade (18.5-24.05 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 18.5 - 24.1 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: 100% When wielded/worn: Changes resistances: +10% acid / +10% temporal / +10% nature Changes resistances penetration: +10% acid / +10% temporal / +10% nature Changes damage: +25% acid / +25% temporal / +25% nature Spell crit. chance: +12% Mental crit. chance: +12% Ashes to ashes, dust to dust. That which came from the earth, shall return to it. |
Afterlife (40-48 power, 12 apr, light element) Afterlife (40-48 power, 12 apr, light 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: Light Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 Spell crit. chance: +10% Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. |
Apprentice Staff (10-12 power, 0 apr, arcane element) Apprentice Staff (10-12 power, 0 apr, arcane element)Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.10 Spell / Ordered hedgemagic +0.10 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 Spell crit. chance: +0% A staff that has been carefully constructed for novices of the Art. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 2 power out of 20/20) : Effective talent level: 2.0 Power cost: 2 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 7 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. Eilineyawe the ash starstaff (15-18 power, 3 apr, temporal element)Eilineyawe the ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. 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% Damage (Melee): +4 acid When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Mag / +2 Wil Changes resistances: +3% fire / +6% light / +5% arcane Changes damage: +15% temporal Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +12 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +12% temporal Talent masteries: +0.20 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 3 power out of 14/14) : Effective talent level: 3.0 Power cost: 3 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spells center and inflicts 113.08 physical damage. This deals 50% extra damage to pinned targets, in addition to the knockback. The damage dealt will scale with your Paradox and Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 1 power out of 6/6) : Effective talent level: 3.0 Power cost: 1 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 192.78 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical 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: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
This item will automatically be transmogrified when you leave the level. Olodelar the elven-wood magestaff (25-30 power, 5 apr, cold element)Olodelar the elven-wood magestaff (25-30 power, 5 apr, cold 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 resistances: +1% physical / +18% fire Changes damage: +25% cold Talent granted: +1 Command Staff Physical save: +12 Spell save: +13 Mental save: +12 Disarm immunity: +10% Only die when reaching: -80.00 life Spellpower: +12 Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
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 Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (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. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 3 power out of 20/20) : Effective talent level: 3.0 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
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, mind element) Staff of Domination (40-48 power, 12 apr, mind 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: +30 Spell crit. chance: +10% Mindpower: +30 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. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone vilestaff of dusk (30-36 power, 6 apr, acid element)blighted dragonbone vilestaff of dusk (30-36 power, 6 apr, acid 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: Effects on melee hit: * 11% chance to disease Changes damage: +30% acid Talent granted: +1 Command Staff N.Energy each turn: +0.18 Vim when firing critical spell: +4.00 Maximum vim: +11.00 Maximum neg.energy: +35.00 Spellpower: +15 Spell crit. chance: +5% Light radius: -1 Maximum negative energy: +35.00 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blighted elven-wood magestaff of power (25-30 power, 5 apr, cold element)blighted elven-wood magestaff of power (25-30 power, 5 apr, cold 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: Effects on melee hit: * 6% chance to disease Changes damage: +25% cold Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +25.00 Spellpower: +20 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of projection (25-30 power, 5 apr, physical element)cruel elven-wood starstaff of projection (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 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: Physical crit. chance: +11.0% Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +16 Spell crit. chance: +7% It can be used to project a bolt from the staff, placing all other charms into a 1 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen elven-wood magestaff of might (25-30 power, 5 apr, arcane element)earthen elven-wood magestaff of might (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: Armour: +5 Armour Hardiness: +4% Changes damage: +25% arcane Talent granted: +1 Command Staff Physical save: +8 Spellpower: +12 Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood shortstaff of blasting (23-27.6 power, 4 apr, physical damage)elven-wood shortstaff of blasting (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% physical Talent granted: +1 Command Staff Spellpower: +18 Spell crit. chance: +10% It can be used to project damage in a circle from the staff, placing all other charms into a 2 cooldown. 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. ethereal elven-wood magestaff (25-30 power, 5 apr, fire element)ethereal elven-wood magestaff (25-30 power, 5 apr, fire 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: Defense: +15 Damage (Melee): 7 % chance of confusion Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +16 Spell crit. chance: +4% Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal elven-wood vilestaff of warding (25-30 power, 5 apr, darkness element)ethereal elven-wood vilestaff of warding (25-30 power, 5 apr, darkness 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: +4 Defense: +23 Damage (Melee): 8 % chance of confusion Maximum wards: +2 darkness Changes damage: +25% darkness Talents granted: +3 Ward +1 Command Staff Spellpower: +17 Spell crit. chance: +4% Damage Shield penetration: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood magestaff of blasting (25-30 power, 5 apr, fire element)infernal elven-wood magestaff of blasting (25-30 power, 5 apr, fire 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): 22 fire Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +25 Spell crit. chance: +11% See invisible: +13 It can be used to project damage in a circle from the staff, placing all other charms into a 2 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. keeper's elven-wood magestaff of blasting (25-30 power, 5 apr, arcane element)keeper's elven-wood magestaff of blasting (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: Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +20 Spell crit. chance: +11% Casting speed: +14% Paradox regeneration: -4.00 It can be used to project damage in a circle from the staff, placing all other charms into a 2 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood vilestaff of warding (25-30 power, 5 apr, acid element)lifebinding elven-wood vilestaff of warding (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 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: +6 Defense: +5 Changes stats: +4 Con Maximum wards: +2 acid Changes damage: +25% acid Talents granted: +3 Ward +1 Command Staff Life regen: +1.00 Spellpower: +19 Spell crit. chance: +4% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element)magelord's elven-wood magestaff of wizardry (25-30 power, 5 apr, fire 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: Physical crit. chance: +10.0% Damage (Melee): 31 arcane Changes stats: +3 Mag / +5 Wil Changes damage: +25% fire Talent granted: +1 Command Staff Maximum mana: +140.00 Spellpower: +21 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash vilestaff of wizardry (19-22.8 power, 3 apr, fire element)potent ash vilestaff of wizardry (19-22.8 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 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: Changes stats: +3 Mag / +2 Wil Changes damage: +19% fire Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +13 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood magestaff of greater warding (29-34.8 power, 5 apr, lightning element)potent elven-wood magestaff of greater warding (29-34.8 power, 5 apr, lightning 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: 29.0 - 34.8 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: +6 Defense: +7 Maximum wards: +3 lightning Changes damage: +29% lightning Talents granted: +3 Ward +1 Command Staff Spellpower: +16 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood vilestaff of might (30-36 power, 5 apr, acid element)potent elven-wood vilestaff of might (30-36 power, 5 apr, acid 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: 30.0 - 36.0 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 damage: +30% acid Talent granted: +1 Command Staff Spellpower: +17 Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 12 power out of 80/80) : Effective talent level: 1.0 Power cost: 12 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 25.29 cold damage and 25.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Underworld Trident (50-70 power, 10 apr) Underworld Trident (50-70 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 50.0 - 70.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 shadowflame Burst (radius 2) on crit: +20 % chance of gloom effects When wielded/worn: Physical crit. chance: +5.0% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: -1 Infravision radius: +3 (The Gloom burst on critical applies debuffs.) It can be used to activate talent Earthquake (costing 8 power out of 50/50) : Effective talent level: 3.0 Power cost: 8 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 93.75 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. |
This item will automatically be transmogrified when you leave the level. insidious stralite waraxe of corruption (28-39.2 power, 5 apr)insidious stralite waraxe of corruption (28-39.2 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 12% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +22 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Gyreba the hardened leather beltGyreba the hardened leather belt Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +10 Defense: +10 Changes stats: +6 Dex / +2 Mag / +5 Cun / +3 Con Changes resistances: +10% cold / +10% fire / +3% temporal Grants telepathy: Dragon Physical save: +16 Mental crit. chance: +10% Infravision radius: +1 A belt that goes around your waist. |
noble's hardened leather belt of shielding noble's hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Reduced damage from: +21% Summoned It can be used to create a temporary shield that absorbs 236 damage, placing all other charms into a 5 cooldown. A belt that goes around your waist. |
Zerokhad the Splendourpunish (2 def, 0 armour) Zerokhad the Splendourpunish (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 Armour penetration: +6 Defense: +2 Changes stats: +3 Dex / +3 Mag / +3 Wil / +2 Cun Changes resistances: +6% light Changes resistances penetration: +10% blight Spell save: +12 Mental save: +9 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dispeller's silk robe of alchemy (3 def, 0 armour)dispeller's silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +10% acid / +14% physical / +7% darkness / +6% light / +9% blight / +23% cold / +8% lightning / +17% fire Changes damage: +9% acid / +9% physical / +9% fire / +9% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +14 Spell save: +20 Mental save: +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's silk robe of Linaniil (3 def, 0 armour)dreamer's silk robe of Linaniil (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: +10% mind / +16% darkness Physical save: +11 Spell save: +14 Mental save: +32 Mana each turn: +0.18 Maximum mana: +48.00 Spellpower: +19 Spell crit. chance: +6% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's silk robe of blight (+15%) (3 def, 0 armour)tormentor's silk robe of blight (+15%) (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: +4 Cun Changes resistances: +15% blight Changes damage: +15% blight Critical mult.: +13.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Hanidokhad (0 def, 3 armour)Hanidokhad (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil / +2 Cun / +4 Con Changes resistances: +20% lightning / +17% temporal Changes resistances penetration: +7% physical Critical mult.: +10.00% Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +4 Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Blindside, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Cun, 30% Dex, 60% Str Damage type: Physical Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
This item will automatically be transmogrified when you leave the level. alchemist's hardened leather gloves of archery (0 def, 2 armour)alchemist's hardened leather gloves of archery (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +9 Armour: +2 Damage (Melee): 5 acid / 5 fire / 5 cold / 6 lightning Changes stats: +5 Dex / +3 Mag / +3 Wil / +4 Cun When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +10 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). Damage (Melee): +8 ice / +13 fire / +11 acid / +10 lightning It can be used to activate talent Steady Shot, placing all other charms into a 3 cooldown : Effective talent level: 3.0 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. brawler's drakeskin leather gloves of the verdant (0 def, 3 armour)brawler's drakeskin leather gloves of the verdant (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Dex / +3 Cun Changes resistances: +11% blight / +12% darkness / +13% arcane Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +13 Spell save: +16 When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. brawler's hardened leather gloves of the juggernaut (0 def, 2 armour)brawler's hardened leather gloves of the juggernaut (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Dex / +3 Cun / +4 Con Talent cooldown: Double Strike (-1 turn) Physical save: +22 Spell save: +5 Mental save: +5 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +12 physical It can be used to activate talent Juggernaut, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides 15% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Brenineg' (0 def, 2 armour)dwarven-steel gauntlets 'Brenineg' (0 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 Armour: +2 Changes stats: +4 Str / +3 Con Changes resistances: +11% blight / +1% physical / +10% darkness / +13% arcane Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Reduces incoming crit damage: 15.00% Physical save: +16 Spell save: +15 Mental save: +8 Teleport immunity: +10% Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (Melee): +4 acid / +14 physical It can be used to activate talent Juggernaut, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides 15% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
aegis cashmere wizard hat (2 def, 0 armour) aegis cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Life regen: +2.20 Damage Shield Power: +5% A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of arcana (2 def, 0 armour) aegis cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag / +5 Wil Life regen: +2.90 Spellpower: +4 Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
miner's hardened leather cap of the depths (0 def, 5 armour) miner's hardened leather cap of the depths (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes resistances: +7% cold Allows you to breathe in: water Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Bizor (4 def, 25 armour)Bizor (4 def, 25 armour) Requires: - Strength 38 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 Fatigue: +16% Effects on melee hit: * 20% chance to disease * 30% chance to corrode armor Damage when hit (Melee): 16 acid / 15 physical / 8 blight Changes resistances: +15% nature / +15% blight Reduced damage from: +9% Unnatural A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 9 power out of 60/60) : Effective talent level: 2.0 Power cost: 9 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of delving (4 def, 8 armour)enlightening stralite mail armour of delving (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +7 Str / +3 Cun / +4 Wil Changes resistances: +13% darkness / +8% physical Mental save: +14 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of temporal resistance (4 def, 8 armour)enlightening stralite mail armour of temporal resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +4 Cun / +6 Wil Changes resistances: +20% temporal Mental save: +13 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of cold resistance (4 def, 18 armour)impenetrable stralite mail armour of cold resistance (4 def, 18 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +18 Defense: +4 Fatigue: +16% Changes resistances: +19% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of implacability (5 def, 18 armour)radiant voratun mail armour of implacability (5 def, 18 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 Fatigue: +9% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +10% blight / +18% darkness Physical save: +9 Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour of acid resistance (4 def, 8 armour)searing stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Damage (Melee): 12 acid / 9 fire Damage when hit (Melee): 12 acid / 12 fire Changes resistances: +37% acid / +17% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour 'Scabravage' (4 def, 8 armour)stralite mail armour 'Scabravage' (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +4 Con Changes resistances: +26% lightning / +7% arcane / +6% nature / +6% mind Changes damage: +6% nature / +3% mind Spell save: +16 Maximum life: +55.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. caller's reinforced leather armour (4 def, 7 armour)caller's reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes resistances: +8% cold / +10% fire / +8% nature / +9% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of command (17 def, 14 armour)cleansing reinforced leather armour of command (17 def, 14 armour) Requires: - Strength 18 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +17 Fatigue: +8% Changes stats: +5 Cun Changes resistances: +14% nature / +14% blight Mental save: +15 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of stability (3 def, 6 armour)enlightening hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +5 Cun / +6 Wil Changes resistances: +7% physical Physical save: +14 Mental save: +16 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant drakeskin leather armour (5 def, 8 armour)radiant drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +18% blight / +23% darkness Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Toknor (4 def, 7 armour)reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 Armour: +7 Defense: +4 Fatigue: +8% Critical mult.: +15.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of Eyal (4 def, 7 armour)rejuvenating reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Life regen: +4.50 Stamina each turn: +0.90 Maximum life: +42.00 Healing mod.: +18% A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 34 dam, 104 block) Black Mesh (8 def, 2 armour, 34 dam, 104 block)Requires: - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +104 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
This item will automatically be transmogrified when you leave the level. Gilugorach (6 def, 2 armour, 12 dam, 40 block)Gilugorach (6 def, 2 armour, 12 dam, 40 block) Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Damage (Melee): +13 lightning / +13 light Damage against: +15% Animal / +10% Insect / +10% Horror When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 12% chance to daze * 20% chance to blind Changes stats: +2 Str / +2 Dex / +3 Mag / +4 Con Changes resistances: +11% lightning / +19% fire / +13% light Talent granted: +2 Block Maximum life: +10.00 Handheld deflection devices. |
Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) Sanguine Shield (14 def, 4 armour, 40 dam, 220 block)Requires: - Cunning 39 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Skeletal Parry (10 def, 4 armour, 20 dam, 40 block) Skeletal Parry (10 def, 4 armour, 20 dam, 40 block)Requires: - Cunning 25 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When used to attack (with talents): Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Defense: +10 Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block It can be used to activate talent Bone Armour (costing 5 power out of 50/50) : Effective talent level: 2.0 Power cost: 5 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 500 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
This item will automatically be transmogrified when you leave the level. acidic voratun shield of cold resistance (+15%) (12 def, 3 armour, 66 dam, 194.5 block)acidic voratun shield of cold resistance (+15%) (12 def, 3 armour, 66 dam, 194.5 block) Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 On weapon hit: * 10% chance to corrode armor When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 22 acid Changes resistances: +15% cold Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. cosmic dwarven-steel shield of resistance (8 def, 2 armour, 31 dam, 82 block)cosmic dwarven-steel shield of resistance (8 def, 2 armour, 31 dam, 82 block) Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 Burst (radius 2) on crit: +20 light / +23 darkness When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +10% acid / +7% light / +7% lightning / +7% fire / +6% cold / +7% darkness Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking stralite shield of crushing (10 def, 2 armour, 50.5 dam, 142.5 block)shocking stralite shield of crushing (10 def, 2 armour, 50.5 dam, 142.5 block) Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 On weapon hit: * 18% chance to daze On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 18 lightning Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded dwarven-steel shield of crushing (8 def, 2 armour, 39.5 dam, 78.5 block)warded dwarven-steel shield of crushing (8 def, 2 armour, 39.5 dam, 78.5 block) Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 39.5 - 47.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Maximum wards: +3 lightning / +3 temporal / +3 blight / +4 fire / +2 cold Talents granted: +1 Ward +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded stralite shield of radiance (10 def, 2 armour, 43 dam, 140.5 block)warded stralite shield of radiance (10 def, 2 armour, 43 dam, 140.5 block) Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.0 - 51.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +14 light When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Effects when hit in melee: * 10% chance to blind Changes stats: +3 Mag / +5 Con Changes resistances: +14% light Maximum wards: +4 lightning / +5 temporal / +2 blight / +3 fire / +5 cold Talents granted: +1 Ward +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. wintry stralite shield of lightning resistance (+19%) (10 def, 2 armour, 49.5 dam, 139 block)wintry stralite shield of lightning resistance (+19%) (10 def, 2 armour, 49.5 dam, 139 block) Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +139 Damage (Melee): +14 cold When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when hit (Melee): 14 ice Changes stats: +4 Wil Changes resistances: +19% lightning / +13% cold Talent granted: +4 Block Handheld deflection devices. |
Stability StabilityRequires: - Magic 20 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 Changes resistances: +20% physical / +20% mind / +20% temporal Reduce damage by fixed amount: +3 all Maximum wards: +3 physical / +3 mind / +3 temporal Talent granted: +3 Ward Physical save: +10 Spell save: +10 Mental save: +10 Slows Projectiles: +20% Much heavier than you expected, yet when you hold it, you feel more steady and stable. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
This item will automatically be transmogrified when you leave the level. arcing quiver of elven-wood arrows of amnesia (21/21, 42-58.8 power, 14 apr)arcing quiver of elven-wood arrows of amnesia (21/21, 42-58.8 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Ranged): +11 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of elven-wood arrows of corruption (22/22, 42.5-59.5 power, 14 apr)hateful quiver of elven-wood arrows of corruption (22/22, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 20% chance to curse the target Damage (Ranged): +11 blight / +31 darkness Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Ce'Nevena' (16/16, 18.5-25.9 power, 7 apr)quiver of ash arrows 'Ce'Nevena' (16/16, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to gain 10% of a turn Burst (radius 1) on hit: +8 temporal Arrows are used with bows to pierce your foes to death. |
alchemist nuummite alchemist nuummite0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
black pearl black pearl0.00 Encumbrance. Type: gem / black ; 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. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% When used as an alchemist bomb: Life regen 4% of max life Gems can be sold for money or used in arcane rituals. |
9 nuummite 9 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
15 obsidian 15 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
8 agate 8 agate0.00 Encumbrance. Type: gem / blue ; 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% When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
27 alchemist agate 27 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 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% When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: 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% When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / blue ; 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% When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; 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% When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of wreckage (dig speed 24 turns)dwarven-steel pickaxe of wreckage (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 12 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; 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: Additional 50 acid damage When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; 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: Additional 30 acid damage When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; 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: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
17 turquoise 17 turquoise0.00 Encumbrance. Type: gem / green ; 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 40 acid damage When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
11 verdite 11 verdite0.00 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: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
scorching alchemist's lamp of corpselight scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +7% blight / +7% fire / +8% darkness Spellpower: +5 Spell crit. chance: +5% Light radius: +3 Infravision radius: +5 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 46 blight damage or heals 67 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of the moons watchleader's alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Blindness immunity: +29% Confusion immunity: +14% Light radius: +7 Infravision radius: +4 See stealth: +6 See invisible: +10 It can be used to activate talent Moonlight Ray, placing all other charms into a 2 cooldown : Effective talent level: 4.0 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 249.62 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 15 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
9 carnelian 9 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage When used as a pommel gem: +6% life leech. 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: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (12/12) Rod of Recall (12/12)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 31 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of steel shots of amnesia (20/20, 23-27.6 power, 2 apr)inquisitor's pouch of steel shots of amnesia (20/20, 23-27.6 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Ranged): +13 manaburn arcane Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of stralite shots (21/21, 43.5-52.2 power, 5 apr)plaguebringer's pouch of stralite shots (21/21, 43.5-52.2 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease Damage (Ranged): +11 blight Shots are used with slings to pummel your foes to death. |
3 geode 3 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
15 large geode 15 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
4 small geode 4 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. |
11 tiny geode 11 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used as an alchemist bomb: Additional 10 physical damage Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. yew totem of cure ailments [power 2] (2 cooldown)yew totem of cure ailments [power 2] (2 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 2 cooldown. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
17 kunzite 17 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
5 sugilite 5 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
2 tanzanite 2 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 6 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
void elven-wood wand of conjuration [power 391] (2 cooldown) void elven-wood wand of conjuration [power 391] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to fire a bolt of a random element (dam 196-391), placing all other charms into a 2 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 6 physical repulsion damage When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Additional 3 physical repulsion damage When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / yellow ; 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 7 physical repulsion damage When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
4 tiger's eye 4 tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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: Additional 5 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / yellow ; 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 4 physical repulsion damage When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Achievements
By Meiko Haisato the Shalore Adventurer level 35
17th Haze 122nd year of Ascendancy at 15:39 see stats
By Meiko Haisato the Shalore Adventurer level 18
43rd Dusk 122nd year of Ascendancy at 12:54 see stats
By Meiko Haisato the Shalore Adventurer level 35
17th Haze 122nd year of Ascendancy at 15:41 see stats
By Meiko Haisato the Shalore Adventurer level 47
39th Haze 122nd year of Ascendancy at 22:56 see stats
By Meiko Haisato the Shalore Adventurer level 18
8th Haze 122nd year of Ascendancy at 22:51 see stats
By Meiko Haisato the Shalore Adventurer level 10
77th Pyre 122nd year of Ascendancy at 03:19 see stats
By Meiko Haisato the Shalore Adventurer level 20
12nd Haze 122nd year of Ascendancy at 22:36 see stats
By Meiko Haisato the Shalore Adventurer level 30
17th Haze 122nd year of Ascendancy at 00:37 see stats
By Meiko Haisato the Shalore Adventurer level 40
34th Haze 122nd year of Ascendancy at 13:16 see stats
By Meiko Haisato the Shalore Adventurer level 14
5th Dusk 122nd year of Ascendancy at 17:37 see stats
By Meiko Haisato the Shalore Adventurer level 14
5th Dusk 122nd year of Ascendancy at 17:37 see stats
By Meiko Haisato the Shalore Adventurer level 9
76th Pyre 122nd year of Ascendancy at 15:09 see stats
By Meiko Haisato the Shalore Adventurer level 14
5th Dusk 122nd year of Ascendancy at 17:37 see stats
By Meiko Haisato the Shalore Adventurer level 35
17th Haze 122nd year of Ascendancy at 15:33 see stats
Log
Meiko Haisato is less furious.
Meiko Haisato receives 1 healing (1 psi heal).
Meiko Haisato casts Extract Gems.
You extract moonstone from living stralite shield of earthen fury (10 def, 12 armour, 46.5 dam, 144.5 block)
Talent Firewall is ready to use.
Meiko Haisato receives 1 healing (1 psi heal).
Meiko Haisato casts Extract Gems.
You extract large geode from plaguebringer's stralite rapier of shearing (32-44.8 power, 6 apr)
Meiko Haisato casts Extract Gems.
You extract tiger's eye from heroic dwarven-steel gauntlets (0 def, 5 armour)
Talent Overclock is ready to use.
Meiko Haisato receives 1 healing (1 psi heal).
Meiko Haisato casts Extract Gems.
You extract amber from inquisitor's stralite rapier of shearing (33-46.2 power, 6 apr)
Meiko Haisato receives 1 healing (1 psi heal).
Meiko Haisato casts Extract Gems.
You extract bloodstone from thought-forged voratun mace of torment (46.5-65.1 power, 6 apr)
Meiko Haisato receives 1 healing (1 psi heal).
Meiko Haisato casts Extract Gems.
You extract turquoise from inquisitor's stralite greatsword of nature (48-76.8 power, 3 apr)
There is a next level here (press '' or right click to use).
Meiko Haisato receives 1 healing (1 psi heal).