Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Doctornull's Tweak Pack 1.2.1A collection of tweaks for existing ToME content. Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Allow Respec Anywhere 1.2.3Infinite500 v2.3d: Revised high level play for ToME 1.2.2Version 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. Items Vault 1.2.0Donators/Buyers bonus! Predator Class 1.2.3Archery dosent get enough love. Give it some with a stealthy afflicted that shoots xor stabs stuff! Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Extra Dungeons 1.2.3In 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: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Faerie |
Class | Rogue |
Level / Exp | 32 / 43% |
Size | tiny |
Lifes / Deaths | Killed by gigantic corrosive tunneler at level 16 on the 1st Allure 123rd year of Ascendancy at 20:40 0 / 8Killed by Zubuvena the master vampire at level 23 on the 54th Pyre 123rd year of Ascendancy at 22:33 Killed by Urkis, the High Tempest at level 23 on the 56th Pyre 123rd year of Ascendancy at 06:11 Killed by snow giant thunderer at level 25 on the 57th Pyre 123rd year of Ascendancy at 04:08 Killed by Shadow of Xerytira the elven guard at level 25 on the 62nd Pyre 123rd year of Ascendancy at 19:26 Killed by yaech psion at level 26 on the 69th Pyre 123rd year of Ascendancy at 22:55 Killed by venom drake at level 30 on the 43rd Dusk 123rd year of Ascendancy at 20:38 Killed by armoured skeleton warrior at level 32 on the 47th Dusk 123rd year of Ascendancy at 14:14 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 84 (base 50) |
Constitution | 15 (base 15) |
Magic | 31 (base 17) |
Willpower | 28 (base 20) |
Cunning | 97 (base 46) |
Resources
Life | -1/451 |
Positive | 6/143 |
Stamina | 226/226 |
Healing Factor | 1 |
Regeneration | 3.6675469764853 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +271.87037250439% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 12 |
See Invisible | 12 |
Offense: Mainhand
Damage | 75 |
Accuracy | 76 |
Crit Chance | 68% |
APR | 69 |
Speed | 0.90 |
Offense: Offhand
Damage | 71 |
Accuracy | 76 |
Crit Chance | 58% |
APR | 69 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 42.133333333333 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 55.549454919174 |
Ranged Defense | 55.549454919174 |
Fatigue | 0 |
Physical Save | 38.075 |
Spell Save | 69.5375 |
Mental Save | 53.25 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Bleed Resistance | 25% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 15% |
Poison Resistance | 25% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 520 damage for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 23% for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Buckler Offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Faerie | 1.20 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Precision |
talent | Trained Reactions |
beneficial effect | The target is recovering 12 life each turn. Recovery |
beneficial effect | Parrying melee attacks: Has a 5% chance to deflect up to 11 damage from the next 1.0 attack(s). Parrying |
beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +232% Defense: +110 Avoidance of some traps. |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Borfast the Broken. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Alann. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 91. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed minotaur nose. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed black mamba head. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed faerlhing fang. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Duverekan (0 def, 3 armour) Duverekan (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +3% lightning / +9% fire Spell save: +20 Disease immunity: +5% Silence immunity: +5% Pinning immunity: +15% Stamina each turn: +0.50 Maximum stamina: +18.00 A pair of boots made of leather. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% blight Changes resistances cap: +10% blight Talent mastery: +0.20 Race / Faerie Light radius: +5 A small bell, once owned by your guardian... it appears to have retained some of her power before she turned. |
On head | Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 It can be used to activate talent Wormhole (costing 13 power out of 15/15) : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
On hands | brawler's hardened leather gloves of dispersion (0 def, 2 armour) brawler's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +2 Str / +3 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +5 It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | Glildavena the Woewinter Glildavena the WoewinterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Effects on melee hit: * 13% chance to cause random insanity * 30% chance to inflict damage reduction Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random insanity Damage (Ranged): 7 bleed Damage when hit (Melee): 4 lightning Changes stats: +7 Dex / +5 Mag / +16 Cun Changes resistances: +3% darkness Changes resistances penetration: +10% lightning Changes damage: +9% darkness Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +7 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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. |
On fingers | Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 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: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 26 power out of 60/60) : Effective talent level: 2.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 9 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
regeneration infusion of the titan (heal 138 over 5 turns) regeneration infusion of the titan (heal 138 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 21; turns 5; dispells darkness)sun infusion (rad 7; power 21; turns 5; 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure physical) wild infusion (resist 14%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 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. |
wild infusion of the duelist (resist 21%; cure magical) wild infusion of the duelist (resist 21%; cure magical)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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 21% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 20%; cure physical) wild infusion of the sneak (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 20% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 11%; cure mental) wild infusion of the warrior (resist 11%; cure mental)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 11% for 6 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. adaptation infusion (cure 2 afflictions; duration 16, 8% resist, 32% recovery)adaptation infusion (cure 2 afflictions; duration 16, 8% resist, 32% recovery) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 16 turns, you gain water breathing, 8% fire and cold resistance, and have a 32% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. adaptation infusion (cure 2 afflictions; duration 12, 9% resist, 31% recovery)adaptation infusion (cure 2 afflictions; duration 12, 9% resist, 31% recovery) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 12 turns, you gain water breathing, 9% fire and cold resistance, and have a 31% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. adaptation infusion (cure 2 afflictions; duration 17, 15% resist, 25% recovery)adaptation infusion (cure 2 afflictions; duration 17, 15% resist, 25% recovery) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 17 turns, you gain water breathing, 15% fire and cold resistance, and have a 25% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
adaptation infusion of the sneak (cure 2 afflictions; duration 14, 22% resist, 59% recovery) adaptation infusion of the sneak (cure 2 afflictions; duration 14, 22% resist, 59% recovery)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 14 turns, you gain water breathing, 22% fire and cold resistance, and have a 59% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+7 for 8 turns, die at -394) heroism infusion of the titan (+7 for 8 turns, die at -394)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -394 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. predatory infusion (143 deadly poison (20.38/turn); +7% damage to dragon)predatory infusion (143 deadly poison (20.38/turn); +7% damage to dragon) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 11 around you. In addition, for the duration (16 turns): - You gain infravision out to range 10. - You deal +7% extra damage to chosen prey (creatures of type dragon). - Your attacks are have a 66% chance to inflict a deadly poison. The poison inflicts 20.38 nature damage per turn for 7 turns (142.63 total), and every application of the poison stacks. Using this infusion never breaks Stealth. 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. predatory infusion (143 deadly poison (20.38/turn); +7% damage to horror)predatory infusion (143 deadly poison (20.38/turn); +7% damage to horror) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 11 around you. In addition, for the duration (12 turns): - You gain infravision out to range 10. - You deal +7% extra damage to chosen prey (creatures of type horror). - Your attacks are have a 66% chance to inflict a deadly poison. The poison inflicts 20.38 nature damage per turn for 7 turns (142.63 total), and every application of the poison stacks. Using this infusion never breaks Stealth. 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. predatory infusion (107 numbing poison (15.30/turn); +8% damage to dragon)predatory infusion (107 numbing poison (15.30/turn); +8% damage to dragon) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 10 around you. In addition, for the duration (18 turns): - You gain infravision out to range 10. - You deal +8% extra damage to chosen prey (creatures of type dragon). - Your attacks are have a 66% chance to inflict a numbing poison. The poison inflicts 15.30 nature damage per turn for 7 turns (107.10 total), and numbs the victim, who will deal 15% less damage. Using this infusion never breaks Stealth. 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. |
predatory infusion of the titan (145 insidious poison (20.67/turn); +6% damage to horror) predatory infusion of the titan (145 insidious poison (20.67/turn); +6% damage to horror)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 12 around you. In addition, for the duration (14 turns): - You gain infravision out to range 10. - You deal +6% extra damage to chosen prey (creatures of type horror). - Your attacks are have a 66% chance to inflict a insidious poison. The poison inflicts 20.67 nature damage per turn for 7 turns (144.72 total), and reduces the victim's healing by 45%. Using this infusion never breaks Stealth. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (883% regen over 10 turns; 44 instant mana)manasurge rune (883% regen over 10 turns; 44 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 883% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune (heal 116; cure a cut or wound) reconstruction rune (heal 116; cure a cut or wound)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 116 life, and cure one cut or wound effect. 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. reconstruction rune (heal 100; cure a cut or wound)reconstruction rune (heal 100; cure a cut or wound) 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 100 life, and cure one cut or wound effect. 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. |
reconstruction rune of the titan (heal 80; cure a cut or wound) reconstruction rune of the titan (heal 80; cure a cut or wound)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 80 life, and cure one cut or wound effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the warrior (heal 113; cure a cut or wound) reconstruction rune of the warrior (heal 113; cure a cut or wound)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 113 life, and cure one cut or wound effect. 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. |
This item will automatically be transmogrified when you leave the level. acid wave rune (129 acid damage; dur 5; apply 20)acid wave rune (129 acid damage; dur 5; apply 20) 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 129.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 23) teleportation rune (range 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 107) teleportation rune of the duelist (range 107)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 53) teleportation rune of the wizard (range 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune of the duelist (280 fire damage)heat beam rune of the duelist (280 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 279.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 13 for 6 turns)invisibility rune (power 13 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 13) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. lightning rune (163 lightning damage)lightning rune (163 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 54.33 to 163.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (172 lightning damage)lightning rune (172 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 57.33 to 172.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's steel amulet of manastreaming savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +14 Spell save: +10 Mental save: +10 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
Baladunalar the gold amulet Baladunalar the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Dex Grants telepathy: Dragon Teleport immunity: +50% Infravision radius: +3 It can be used to teleports you randomly (rad 42), placing all other charms into a 13 cooldown. Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 21 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
This item will automatically be transmogrified when you leave the level. gold amulet of visiongold amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Blindness immunity: +25% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
stralite amulet 'Ululin' stralite amulet 'Ululin'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% nature / +15% blight Changes resistances penetration: +10% mind Poison immunity: +33% Disease immunity: +40% Equilibrium when hit: +0.04 Maximum hate: +4.00 Mindpower: +2 Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
garnet ring garnet ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's gold ring of arcana(+0.10/turn)rogue's gold ring of arcana(+0.10/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 Changes stats: +5 Cun Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
rogue's gold ring of sensing rogue's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Blindness immunity: +25% Infravision radius: +4 See stealth: +7 See invisible: +8 Rings can have magical properties. |
solipsist's gold ring of pilfering solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +10 Defense: +8 Changes stats: +5 Cun / +5 Wil Mindpower: +5 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level. pixie's stralite ring of fire (+24%)pixie's stralite ring of fire (+24%) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun / +5 Mag Changes resistances: +24% fire Changes damage: +12% fire Spellpower: +9 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. cool glowing aurastonecool glowing aurastone Requires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
This item will automatically be transmogrified when you leave the level. old glowing aurastoneold glowing aurastone Requires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of evisceration (44.5-66.75 power, 3 apr)balanced stralite battleaxe of evisceration (44.5-66.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +13 Physical crit. chance: +13.0% Physical power: +7 Defense: +14 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe (41.5-62.25 power, 3 apr)stralite battleaxe (41.5-62.25 power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. yew club (27.5-38.5 power, 4 apr)yew club (27.5-38.5 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / club ; tier 3 Base power: 27.5 - 38.5 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% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming elven-wood club of nightfall (37-51.8 power, 5 apr)flaming elven-wood club of nightfall (37-51.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / club ; 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% Burst (radius 1) on hit: +10 fire When wielded/worn: Changes resistances: +5% darkness Changes resistances penetration: +8% darkness Changes damage: +6% darkness Talent mastery: +0.10 Cursed / Darkness Blindness immunity: +16% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's elven-wood club (38-53.2 power, 5 apr)inquisitor's elven-wood club (38-53.2 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / club ; tier 4 Base power: 38.0 - 53.2 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% On weapon hit: * 14 arcane resource burn On weapon crit: * burns latent spell energy Blunt and deadly. |
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: 55% Dex, 35% Cun 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. |
Bregoyayon the dwarven-steel dagger (23.5-30.55 power, 7 apr) Bregoyayon the dwarven-steel dagger (23.5-30.55 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +3 Mag Grants telepathy: Demon/Minor Demon/Major Sharp, short and deadly. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
flaming dwarven-steel dagger (18-23.4 power, 7 apr) flaming dwarven-steel dagger (18-23.4 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
crushing stralite dagger of daylight (31-40.3 power, 9 apr) crushing stralite dagger of daylight (31-40.3 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +6 light Damage against: +6% Undead Sharp, short and deadly. |
hateful stralite dagger of projection (27-35.1 power, 9 apr) hateful stralite dagger of projection (27-35.1 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +6 mind / +6 darkness Damage against: +6% Living It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. piercing stralite dagger of the leech (26-33.8 power, 9 apr)piercing stralite dagger of the leech (26-33.8 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.5% APR / acc Armour Penetration: +9 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 8 nature slow Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick stralite dagger of crippling (30-39 power, 9 apr)quick stralite dagger of crippling (30-39 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +7.0% Changes stats: +3 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. wyrm's yew greatclub of the leech (41-61.5 power, 2 apr)wyrm's yew greatclub of the leech (41-61.5 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 11% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 8 lightning / 9 nature slow / 5 physical / 6 fire / 5 acid / 5 cold Changes resistances: +4% lightning / +6% physical / +5% cold / +5% fire / +6% acid Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. elven-wood greatclub of flames (54-81 power, 3 apr)elven-wood greatclub of flames (54-81 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 fire Changes resistances: +10% fire Changes resistances penetration: +8% fire Changes damage: +18% fire Global speed: +2% Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. elven-wood greatclub of flames (56-84 power, 3 apr)elven-wood greatclub of flames (56-84 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 fire Changes resistances: +15% fire Changes resistances penetration: +16% fire Changes damage: +12% fire Global speed: +2% Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. gifted elven-wood greatclub of balance (52.5-78.75 power, 3 apr)gifted elven-wood greatclub of balance (52.5-78.75 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +5 Equilibrium when hit: +2.00 Mindpower: +8 Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. heavy elven-wood greatclub of purging (59-88.5 power, 3 apr)heavy elven-wood greatclub of purging (59-88.5 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 6.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +11 nature / +39 % knockback chance Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. plaguebringer's elven-wood greatclub of frost (56.5-84.75 power, 3 apr)plaguebringer's elven-wood greatclub of frost (56.5-84.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 20% chance to disease Damage (Melee): +20 blight When wielded/worn: Armour: +6 Damage when hit (Melee): 16 ice Changes resistances: +14% cold Changes resistances penetration: +8% cold Changes damage: +15% cold Disease immunity: +17% Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. tangling elven-wood greatclub of erosion (58-87 power, 3 apr)tangling elven-wood greatclub of erosion (58-87 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +11 temporal When wielded/worn: Damage when hit (Melee): 10 nature Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel greatmaul (40.5-60.75 power, 2 apr)blazebringer's dwarven-steel greatmaul (40.5-60.75 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +9 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +4% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. cutting stralite greatmaul of ruin (59.5-89.25 power, 3 apr)cutting stralite greatmaul of ruin (59.5-89.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +16.0% Critical mult.: +16.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic stralite greatspear of ruin (51-81.6 power, 8 apr)acidic stralite greatspear of ruin (51-81.6 power, 8 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 83% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid Thrust Range: 2 When wielded/worn: Armour penetration: +8 Physical crit. chance: +11.0% Critical mult.: +12.00% A heavy spear. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite longsword of the leech (31-43.4 power, 5 apr)inquisitor's stralite longsword of the leech (31-43.4 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn * Slows global speed by 14% * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 14 nature slow Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace of projection (26-36.4 power, 4 apr)dwarven-steel mace of projection (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 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% Damage (Melee): +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. paladin's stralite mace of purging (38-53.2 power, 5 apr)paladin's stralite mace of purging (38-53.2 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 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% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Burst (radius 1) on hit: +9 light Damage conversion: 30% light When wielded/worn: Changes resistances penetration: +9% light Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar of storms (14-15.4 power, 32 apr, nature damage)gifted pulsing mindstar of storms (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 14.0 - 15.4 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): 8 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +7% lightning Changes damage: +11% lightning Mindpower: +10 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying pulsing mindstar of storms (12-13.2 power, 32 apr, nature damage)horrifying pulsing mindstar of storms (12-13.2 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: 12.0 - 13.2 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): 8 lightning / 5 mind / 3 darkness Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +9% lightning Changes damage: +10% lightning / +2% mind / +6% darkness Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)pulsing mindstar (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: 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. |
Deft Blade (25-32.5 power, 5 apr) Deft Blade (25-32.5 power, 5 apr)Requires: - Dexterity 16 - Cunning 16 Crafted by a master 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 2 Base power: 25.0 - 32.5 Uses stats: 80% Cun, 60% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +5.0% procs dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Defense: +8 Changes stats: +4 Dex Changes resistances penetration: +10% physical This blade seems to be perfectly balanced. A skilled warrior could make great use of it. |
This item will automatically be transmogrified when you leave the level. crushing stralite rapier of ruin (39-50.7 power, 5 apr)crushing stralite rapier of ruin (39-50.7 power, 5 apr) Requires: - Dexterity 28 - Cunning 28 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 39.0 - 50.7 Uses stats: 40% Dex, 80% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +5 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Critical mult.: +10.00% A light sword. |
This item will automatically be transmogrified when you leave the level. Gravitational Staff (30-36 power, 8 apr, gravity pin damage)Gravitational Staff (30-36 power, 8 apr, gravity pin damage) 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 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 13 power out of 14/14) : Effective talent level: 3.0 Power cost: 13 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 48.17 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. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of power (25-30 power, 5 apr, physical damage)cruel elven-wood starstaff of power (25-30 power, 5 apr, physical damage) 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: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +16.00% 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. elven-wood starstaff of breaching (25-30 power, 5 apr, physical damage)elven-wood starstaff of breaching (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood vilestaff of fate (25-30 power, 5 apr, physical damage)infernal elven-wood vilestaff of fate (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +8 Spell save: +9 Mental save: +10 Spellpower: +17 Spell crit. chance: +9% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood vilestaff of might (25-30 power, 5 apr, physical damage)infernal elven-wood vilestaff of might (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 21 fire Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +18 Spell crit. chance: +13% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood vilestaff of wizardry (25-30 power, 5 apr, physical damage)magewarrior's short elven-wood vilestaff of wizardry (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical crit. chance: +7.0% Physical power: +13 Changes stats: +4 Mag / +1 Wil Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum mana: +28.00 Spellpower: +27 Spell crit. chance: +7% 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 (31-37.2 power, 5 apr, physical damage)potent elven-wood vilestaff of might (31-37.2 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% darkness Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
Shadow Defender (10-13 power, 5 apr) Shadow Defender (10-13 power, 5 apr)Powered by arcane forces 1.00 Encumbrance. 0.70 Ego Multiplier. [Unique] Type: weapon / swordbreaker ; tier 3 Base power: 10.0 - 13.0 Uses stat: 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +2.5% disarm chance / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +30 darkness / +30 % blind chance When wielded/worn: Changes damage: +10% darkness Talent cooldown: Shadow Leash (-8 turns) This swordbreaker has enchanted to call upon the wielder's own shadow to help protect it. |
This item will automatically be transmogrified when you leave the level. blocking dwarven-steel swordbreaker (13-16.9 power, 4 apr)blocking dwarven-steel swordbreaker (13-16.9 power, 4 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.70 Ego Multiplier. Type: weapon / swordbreaker ; tier 3 Base power: 13.0 - 16.9 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Dual Weapon Defense: 30 base power and +6% parry chance. When wielded/worn: Armour: +4 Defense: +6 Reduce damage by fixed amount: +3 physical A small blade with many notches along its edge. |
This item will automatically be transmogrified when you leave the level. flaming stralite throwing knives of ruin (5/5, 3.5-4.55 power, 9 apr)flaming stralite throwing knives of ruin (5/5, 3.5-4.55 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / throwing knives ; tier 4 Base power: 3.5 - 4.5 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Firing range: +4 Capacity: 5 Burst (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Critical mult.: +10.00% These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. sentry's stralite throwing knives of daylight (17/17, 8-10.4 power, 13 apr)sentry's stralite throwing knives of daylight (17/17, 8-10.4 power, 13 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / throwing knives ; tier 4 Base power: 8.0 - 10.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +8.0% Attack speed: 100% Firing range: +4 Capacity: 17 Turns elapse between self-loadings: 4 Damage (Melee): +8 light Damage against: +10% Undead These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. stralite throwing knives of torment (6/6, 4.5-5.85 power, 9 apr)stralite throwing knives of torment (6/6, 4.5-5.85 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / throwing knives ; tier 4 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Firing range: +4 Capacity: 6 On weapon hit: * 20% chance to torment the target Damage (Ranged): +7 mind / +12 darkness These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. arcing orite trident of phasing (40-64 power, 29 apr)arcing orite trident of phasing (40-64 power, 29 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +29 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +51% Damage (Melee): +14 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident of ruin (37.5-60 power, 13 apr)orite trident of ruin (37.5-60 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +12.0% Critical mult.: +19.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel waraxe of projection (18-25.2 power, 4 apr)plaguebringer's dwarven-steel waraxe of projection (18-25.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 7% chance to disease Damage (Melee): +11 blight / +7 mind When wielded/worn: Disease immunity: +15% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite waraxe (32.5-45.5 power, 5 apr)blazebringer's stralite waraxe (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 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% Burst (radius 2) on crit: +9 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite waraxe of erosion (32-44.8 power, 5 apr)blazebringer's stralite waraxe of erosion (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +10 nature / +15 temporal Burst (radius 2) on crit: +9 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +2% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe (34-47.6 power, 5 apr)stralite waraxe (34-47.6 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe of the mystic (32.5-45.5 power, 5 apr)stralite waraxe of the mystic (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 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% When wielded/worn: Changes stats: +6 Mag / +3 Wil Spellpower: +8 One-handed war axes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] 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: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow of dexterity (+6)elven-wood longbow of dexterity (+6) 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: Changes stats: +6 Dex Changes resistances penetration: +14% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. penetrating elven-wood longbow of recursionpenetrating elven-wood longbow of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 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 this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +9% physical Damage Shield penetration: +26% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thunderous elven-wood longbowthunderous elven-wood longbow 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: * 9% chance to daze When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +8% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. reinforced leather slingreinforced leather sling Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. |
Halakalthochik (16/16, 19.5-27.3 power, 7 apr) Halakalthochik (16/16, 19.5-27.3 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 On weapon hit: * 20% chance to disease On weapon crit: * wounds the target Damage (Ranged): +6 bleed Burst (radius 2) on crit: +4 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. inquisitor's quiver of yew arrows of crippling (22/22, 30-42 power, 10 apr)inquisitor's quiver of yew arrows of crippling (22/22, 30-42 power, 10 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +10.0% Capacity: 22 On weapon crit: * cripple the target * burns latent spell energy Damage (Ranged): +15 manaburn arcane Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of elven-wood arrows of accuracy (17/17, 43-60.2 power, 14 apr)plaguebringer's quiver of elven-wood arrows of accuracy (17/17, 43-60.2 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 17 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease Damage (Ranged): +12 blight Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (15/15, 14.5-17.4 power, 1 apr) pouch of iron shots (15/15, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of stralite shots (19/19, 40-48 power, 5 apr)hateful pouch of stralite shots (19/19, 40-48 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 40.0 - 48.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 Damage (Ranged): +16 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of stralite shots of torment (24/24, 43.5-52.2 power, 5 apr)hateful pouch of stralite shots of torment (24/24, 43.5-52.2 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 24 On weapon hit: * 20% chance to torment the target Damage (Ranged): +10 mind / +24 darkness Damage against: +13% Living 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 of accuracy (24/24, 45-54 power, 5 apr)plaguebringer's pouch of stralite shots of accuracy (24/24, 45-54 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 24 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 8% chance to disease Damage (Ranged): +10 blight 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 of accuracy (24/24, 41-49.2 power, 5 apr)plaguebringer's pouch of stralite shots of accuracy (24/24, 41-49.2 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 24 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 7% chance to disease Damage (Ranged): +9 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's pouch of stralite shots of daylight (56/56, 49-58.8 power, 11 apr)sentry's pouch of stralite shots of daylight (56/56, 49-58.8 power, 11 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 49.0 - 58.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +5.5% Capacity: 56 Turns elapse between self-loadings: 4 Damage (Ranged): +10 light Damage against: +17% Undead Shots are used with slings to pummel your foes to death. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. monstrous hardened leather belt of transcendencemonstrous hardened leather belt of transcendence Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +3 Con Physical save: +17 Mindpower: +4 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. noble's hardened leather belt of magerynoble's hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Reduced damage from: +24% Summoned Spell crit. chance: +4% A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Zubarivena (2 def, 0 armour) Zubarivena (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 Physical crit. chance: +1.0% Defense: +2 Changes stats: +1 Str / +3 Mag / +4 Wil Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (2 def, 8 armour) thick cashmere cloak of Eldoral (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Changes stats: +2 Cun / +2 Dex Changes resistances: +13% cold 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. stargazer's silk robe of protection (6 def, 3 armour)stargazer's silk robe of protection (6 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 Changes stats: +3 Cun Changes damage: +9% light / +9% darkness Physical save: +21 Spellpower: +7 Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of protection (6 def, 3 armour) verdant silk robe of protection (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 Changes stats: +3 Con Changes damage: +13% nature Physical save: +18 Poison immunity: +28% Disease immunity: +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)insulating pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +5 Fatigue: +3% Changes resistances: +8% fire / +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of hardened leather boots of uncanny dodging (4 def, 3 armour) invigorating pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +5 Fatigue: -2% Stamina each turn: +0.40 Maximum life: +39.00 Movement speed: +10% A pair of boots made of leather. |
pair of hardened leather boots 'Betavea' (0 def, 3 armour) pair of hardened leather boots 'Betavea' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +3% blight / +6% temporal Spell save: +10 Mental save: +25 Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)restorative pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Life regen: +2.40 Stamina each turn: +0.30 Maximum stamina: +21.00 Healing mod.: +13% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +15 Mental save: +14 Stamina each turn: +0.60 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 51.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
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) 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. |
Mardatobar (0 def, 3 armour) Mardatobar (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 Physical power: +5 Armour: +3 Changes stats: +4 Str / +4 Dex / +2 Cun Changes resistances: +8% darkness Changes damage: +6% acid Mental save: +25 Mental crit. chance: +2% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Flashzephyr (2 def, 0 armour) Flashzephyr (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 8 light Changes resistances: +10% lightning / +7% temporal / +6% light Changes damage: +9% light A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. 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: +2.70 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of the sentry (2 def, 0 armour) aegis cashmere wizard hat of the sentry (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Life regen: +2.80 Infravision radius: +3 See stealth: +6 See invisible: +11 Damage Shield Power: +5% It can be used to activate talent Circle of Warding, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 33%, and attempts to push all creatures other then yourself out of its radius, inflicting 6.55 light damage and 7.80 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
bladed hardened leather cap of fortune (0 def, 3 armour) bladed hardened leather cap of fortune (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +7 Lck / +3 Str Spell crit. chance: +3% Mental crit. chance: +6% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 16 power out of 50/50) : Effective talent level: 2.0 Power cost: 16 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.99 to 146.98 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
radiant cured leather armour of command (9 def, 7 armour) radiant cured leather armour of command (9 def, 7 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +9 Fatigue: +7% Damage when hit (Melee): 6 light Changes stats: +3 Cun / +2 Wil Changes resistances: +13% blight / +12% darkness Mental save: +14 Light radius: +1 A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of cold resistance (4 def, 7 armour)spiked reinforced leather armour of cold resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +19% cold A suit of armour made of leather. |
Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
This item will automatically be transmogrified when you leave the level. scouring stralite shield of earthen fury (10 def, 12 armour, 147 block)scouring stralite shield of earthen fury (10 def, 12 armour, 147 block) Requires: - Strength 35 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +12 Armour Hardiness: +7% Defense: +10 Ranged Defense: +10 Fatigue: +14% Effects when hit in melee: * 19% chance to reduce powers by 20% * 19 arcane resource burn Changes stats: +5 Con Changes resistances: +15% acid / +17% physical / +9% nature Talent granted: +4 Block Handheld deflection devices. |
15 agate 15 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
13 citrine 13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
15 zircon 15 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 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 Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
amber 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% Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
154 alchemist agate 154 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of the zealot bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 Light radius: +5 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. |
Haladekor HaladekorPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind / 14 fire Changes resistances: +7% fire Changes resistances penetration: +10% mind Changes damage: +3% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. dreamer's alchemist's lampdreamer's alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 Mindpower: +7 Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Emytha the Duathelfiend (dig speed 28 turns) Emytha the Duathelfiend (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +2 Str Changes resistances: +13% nature / +9% darkness Changes damage: +6% nature / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. soldier's dwarven-steel pickaxe (dig speed 16 turns)soldier's dwarven-steel pickaxe (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 43 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 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. |
warded dwarven-steel torque of kinetic psionic shield [power 71] (18 cooldown) warded dwarven-steel torque of kinetic psionic shield [power 71] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 71 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Blazepride the yew totem of healing [power 137] (31 cooldown) Blazepride the yew totem of healing [power 137] (31 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +6% lightning Changes damage: +9% mind Talent granted: +1 Rushing Claws Equilibrium when hit: +1.20 It can be used to heal the target for 137, and remove up to 2 poisons or diseases, placing all other charms into a 31 cooldown. Natural totems are made by powerful wilders to store nature power. |
Tarregoblek [power 44] (18 cooldown) Tarregoblek [power 44] (18 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Dex Talent granted: +3 Lay Web Reduces incoming crit damage: 5.00% Mana each turn: +0.04 Equilibrium when hit: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Light radius: +1 It can be used to harden the skin for 6 turns increasing armour by 44 and armour hardiness by 50%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. warded elven-wood totem of thorny skin [power 47] (18 cooldown)warded elven-wood totem of thorny skin [power 47] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Maximum wards: +3 blight / +3 fire / +1 cold Talent granted: +1 Ward It can be used to harden the skin for 6 turns increasing armour by 47 and armour hardiness by 60%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Alann the Faerie Rogue level 11
51st Dusk 122nd year of Ascendancy at 09:29 see stats
By Alann the Faerie Rogue level 18
80th Regrowth 123rd year of Ascendancy at 19:24 see stats
By Alann the Faerie Rogue level 23
56th Pyre 123rd year of Ascendancy at 07:03 see stats
By Alann the Faerie Rogue level 28
34th Dusk 123rd year of Ascendancy at 13:02 see stats
By Alann the Faerie Rogue level 23
48th Pyre 123rd year of Ascendancy at 17:32 see stats
By Alann the Faerie Rogue level 10
36th Dusk 122nd year of Ascendancy at 05:24 see stats
By Alann the Faerie Rogue level 20
26th Pyre 123rd year of Ascendancy at 19:54 see stats
By Alann the Faerie Rogue level 30
43rd Dusk 123rd year of Ascendancy at 09:35 see stats
By Alann the Faerie Rogue level 26
5th Mirth 123rd year of Ascendancy at 02:37 see stats
By Alann the Faerie Rogue level 13
65th Dusk 122nd year of Ascendancy at 09:03 see stats
By Alann the Faerie Rogue level 26
64th Pyre 123rd year of Ascendancy at 13:26 see stats
By Alann the Faerie Rogue level 10
37th Dusk 122nd year of Ascendancy at 01:42 see stats
By Alann the Faerie Rogue level 10
38th Dusk 122nd year of Ascendancy at 10:10 see stats
By Alann the Faerie Rogue level 18
79th Regrowth 123rd year of Ascendancy at 15:40 see stats
By Alann the Faerie Rogue level 25
62nd Pyre 123rd year of Ascendancy at 10:57 see stats
By Alann the Faerie Rogue level 30
43rd Dusk 123rd year of Ascendancy at 20:38 see stats
Log
Alann hits Armoured skeleton warrior for (24 absorbed), 0 temporal, (46 absorbed), 0 physical, (5 absorbed), 0 temporal, (2 absorbed), 0 physical, (7 absorbed), 0 arcane, (77 absorbed), 0 physical, (2 absorbed), 0 physical, (7 absorbed), 0 arcane (0 total damage).
Skeleton master archer uses Reload.
Skeleton master archer is disarmed!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses Alann.
Armoured skeleton warrior misses Alann.
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior is weakened by the darkness!
Alann shrugs off the effect 'Armor Corroded'!
Alann hits Armoured skeleton warrior for (25 absorbed), 0 temporal, (48 absorbed), 0 physical, (5 absorbed), 0 temporal, (2 absorbed), 0 physical, (7 absorbed), 0 arcane, (38 absorbed), 37 physical, 2 physical, 7 arcane (46 total damage).
Skeleton master archer rearms.
Armoured skeleton warrior uses Disarm.
Armoured skeleton warrior misses Alann.
Alann resists the blow!
Alann performs a melee critical strike against Armoured skeleton warrior!
Alann performs a melee critical strike against Armoured skeleton warrior!
Alann hits Armoured skeleton warrior for 51 temporal, 104 physical, 5 temporal, 2 physical, 7 arcane, 120 physical, 2 physical, 7 arcane (298 total damage).
Talent Infusion: Regeneration is ready to use.
The shield around Alann crumbles.
Armoured skeleton warrior overcomes the gloom
Armoured skeleton warrior uses Block.
Alann misses Armoured skeleton warrior.
Alann hits Armoured skeleton warrior for (80 blocked), 0 physical, (2 blocked), 0 physical, 7 arcane (7 total damage).
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Alann!
Alann is recovering from the damage!
Armoured skeleton warrior misses Alann.