Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The 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
Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 33 / 48% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 33 on the 15th Haze 123rd year of Ascendancy at 13:45 / 1 |
Primary Stats
Strength | 26 (base 19) |
Dexterity | 76 (base 60) |
Constitution | 20 (base 12) |
Magic | 12 (base 10) |
Willpower | 18 (base 10) |
Cunning | 85 (base 60) |
Resources
Life | -191/907 |
Mana | 172/212 |
Stamina | 136/196 |
Healing Factor | 1.37 |
Regeneration | 146.5215 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +162.5% |
Vision
Sight | 10 |
Lite | -993 |
Infravision | 7 |
See Stealth | 10 |
See Invisible | 12 |
Stealth | 66.921456665865 |
Offense: Mainhand
Damage | 92 |
Accuracy | 63 |
Crit Chance | 42% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | 83 |
Accuracy | 63 |
Crit Chance | 40% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 36.8 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 55.448790314904 |
Ranged Defense | 55.448790314904 |
Fatigue | 7 |
Physical Save | 29.4875 |
Spell Save | 20.6875 |
Mental Save | 30.4625 |
Defense: Resistances
All | -12%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Disarm Resistance | 23% |
Confusion Resistance | 14% |
Knockback Resistance | 30% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 12% for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 340 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 134 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 615% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Acrobatics | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Precision |
talent | Trained Reactions |
talent | Stealth |
talent | Premonition |
talent | Lacerating Strikes |
talent | Chant of Fortress |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Cannot heal higher than 907 life. Blood Lock |
detrimental effect | On death will restore to the source up to 12 times the vim's worth. Bleak Outcome |
beneficial effect | A flow of life spins around the target, regenerating 98.20 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's armour penetration is increased by 16. Deadly Strikes |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Reduces lightning damage received by 12%. Premonition Shield |
beneficial effect | Increases global action speed by 62%. Speed |
beneficial effect | Parrying melee attacks: Has a 23% chance to deflect up to 12 damage from the next 2.0 attack(s). Parrying |
beneficial effect | The target has 50% chance to evade melee attacks and gains 22 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 185. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of focus. 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 vial of greater demon bile. * You've found the needed storm wyrm claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 42 power out of 10/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +28% Confusion immunity: +14% Light radius: +7 See stealth: +10 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | bladed hardened leather cap of trickery (0 def, 3 armour) bladed hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +2 Str / +3 Dex / +3 Cun It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 70.1 Physical damage. If the attack hits, the target is confused (43% 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. |
On hands | brawler's rough leather gloves of the juggernaut (0 def, 1 armour) brawler's rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Dex / +2 Cun / +1 Con Talent cooldown: Double Strike (-1 turn) Physical save: +17 Spell save: +4 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides 11% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | overpowered ash wand of clairvoyance [power 11] (7/9 cooldown) overpowered ash wand of clairvoyance [power 11] (7/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | solipsist's gold ring of perseverance solipsist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Stun/Freeze immunity: +21% Life regen: +2.30 Mindpower: +7 Rings can have magical properties. |
On fingers | marksman's stralite ring of tenacity marksman's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 Changes stats: +5 Dex Disarm immunity: +23% Pinning immunity: +28% Knockback immunity: +30% Maximum life: +33.00 Rings can have magical properties. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | thunderous stralite dagger of paradox (26.5-34.45 power, 9 apr) thunderous stralite dagger of paradox (26.5-34.45 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 8% chance to daze Damage (Melee): +10 temporal When wielded/worn: Damage when hit (Melee): 10 temporal Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +10% temporal Changes resistances penetration: +7% lightning Sharp, short and deadly. |
Around waist | monstrous hardened leather belt of resilience monstrous hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +4 Str / +4 Con Physical save: +5 Maximum life: +44.00 Size category: +1 A belt that goes around your waist. |
In off hand | dwarven-steel dagger 'Berutir' (29-37.7 power, 7 apr) dwarven-steel dagger 'Berutir' (29-37.7 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Mind Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20 arcane resource burn * Slows global speed by 40% * 10% chance to disease * Random elemental explosion Damage (Melee): +8 blight When wielded/worn: Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +11% acid / +10% fire / +10% cold / +9% lightning Changes damage: +6% mind Spell save: +6 Disease immunity: +14% Sharp, short and deadly. |
Cloak | restorative cashmere cloak of the hunter (2 def, 0 armour) restorative cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 Defense: +2 Fatigue: -6% Changes resistances: +10% nature / +12% blight Life regen: +1.70 Maximum life: +51.00 Maximum stamina: +10.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide hardened leather armour of Eyal (3 def, 6 armour) troll-hide hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Life regen: +4.50 Maximum life: +49.00 Healing mod.: +27% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
heroism infusion (+6 for 10 turns, die at -416) heroism infusion (+6 for 10 turns, die at -416)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: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -416 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 380 over 5 turns)regeneration infusion (heal 380 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 19%; cure magical, physical)wild infusion (resist 19%; cure magical, physical) 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 19% 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 of the sneak (resist 29%; cure mental) wild infusion of the sneak (resist 29%; cure mental)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: 15 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 29% for 6 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. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns) Rune of the Rift (222.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 226.44 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (119 fire damage)heat beam rune (119 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 119.34 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 7 for 8 turns)invisibility rune (power 7 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 7) for 8 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. invisibility rune (power 11 for 7 turns)invisibility rune (power 11 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 11) for 7 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. |
shielding rune of the duelist (absorb 413 for 4 turns) shielding rune of the duelist (absorb 413 for 4 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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 413 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 60) teleportation rune (range 60)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 60 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 1.6 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying stralite amulet of mastery (0.22 Cunning / Stealth) clarifying stralite amulet of mastery (0.22 Cunning / Stealth)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% mind Talent mastery: +0.22 Cunning / Stealth Confusion immunity: +27% Amulets can have magical properties. |
cleansing copper amulet of constitution (+2) cleansing copper amulet of constitution (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% nature / +11% blight Poison immunity: +22% Disease immunity: +20% Amulets can have magical properties. |
gold amulet 'Hellkiller' =Orc Tele/Confusion Resist= gold amulet 'Hellkiller' =Orc Tele/Confusion Resist=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Wil Changes resistances: +17% mind Changes damage: +12% fire Grants telepathy: Humanoid/Orc Confusion immunity: +28% Infravision radius: +2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Iselessra the copper ring =Confusion resist 22%= Iselessra the copper ring =Confusion resist 22%=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +12% arcane Mental save: +6 Confusion immunity: +22% Rings can have magical properties. |
wizard's stralite ring of tenacity wizard's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +39% Maximum life: +35.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elemental stralite battleaxe of crippling (44.5-66.75 power, 3 apr)elemental stralite battleaxe of crippling (44.5-66.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 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 hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +16% acid / +16% fire / +12% cold / +19% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Cinderdeath the dwarven-steel dagger (26.5-34.45 power, 7 apr)Cinderdeath the dwarven-steel dagger (26.5-34.45 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 26.5 - 34.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 fire / +11 nature / +8 mind When wielded/worn: Changes stats: +1 Wil Changes resistances: +12% fire Changes damage: +3% mind Maximum hate: +4.00 Maximum psi: +10.00 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. |
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. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel dagger (19-24.7 power, 7 apr)blazebringer's dwarven-steel dagger (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str 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 2) on crit: +8 fire When wielded/worn: Changes resistances penetration: +4% fire Global speed: +1% Sharp, short and deadly. |
elemental stralite dagger (31-40.3 power, 9 apr) elemental stralite dagger (31-40.3 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +8% acid / +10% fire / +10% cold / +9% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental stralite greatsword of the mystic (48.5-77.6 power, 3 apr)elemental stralite greatsword of the mystic (48.5-77.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes stats: +2 Wil / +3 Mag Changes resistances penetration: +16% acid / +13% fire / +16% cold / +14% lightning Spellpower: +13 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling stralite longsword of amnesia (35.5-49.7 power, 5 apr)chilling stralite longsword of amnesia (35.5-49.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 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: * 25% chance to put talents on cooldown Damage (Melee): +13 cold When wielded/worn: Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite longsword of shearing (33-46.2 power, 5 apr)insidious stralite longsword of shearing (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +26 insidious poison When wielded/worn: Armour penetration: +7 Changes resistances penetration: +9% physical Changes damage: +8% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite longsword of projection (35-49 power, 5 apr)slime-covered stralite longsword of projection (35-49 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 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: * Slows global speed by 9% Damage (Melee): +9 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. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar 'Velawen' (12-13.2 power, 32 apr, nature damage)pulsing mindstar 'Velawen' (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 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% On weapon hit: * 20% chance to disease Burst (radius 2) on crit: +8 arcane When wielded/worn: Effects on melee hit: * 30% chance to disease Mindpower: +4 Mental crit. chance: +4% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +25 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. greater elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element)greater elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 Maximum wards: +3 acid / +3 fire / +3 darkness / +3 blight Changes damage: +25% acid / +25% fire / +25% darkness / +25% blight Talents granted: +1 Command Staff +2 Ward Spellpower: +17 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. lifebinding yew starstaff of fate (20-24 power, 4 apr, physical element)lifebinding yew starstaff of fate (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% physical Talent granted: +1 Command Staff Physical save: +8 Spell save: +8 Mental save: +5 Life regen: +1.00 Spellpower: +14 Spell crit. chance: +8% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite waraxe of ruin (32-44.8 power, 5 apr)plaguebringer's stralite waraxe of ruin (32-44.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 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% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 10% chance to disease Damage (Melee): +11 blight When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Critical mult.: +14.00% Disease immunity: +20% One-handed war axes. |
Gylekira the hardened leather belt =Demon Telepathy= Gylekira the hardened leather belt =Demon Telepathy=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 Changes stats: +4 Cun Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +10 Heals friendly targets nearby when you use a nature summon: +20 A belt that goes around your waist. |
balancing rough leather belt of burglary balancing rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +7 Dex / +8 Cun / +5 Lck Trap disarming bonus: +5 Stealth bonus: +6 Mental crit. chance: +6% Infravision radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather belt of burglarycleansing hardened leather belt of burglary Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +10% acid / +7% blight Trap disarming bonus: +10 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of recklessnessinsulating hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 Changes resistances: +8% cold / +7% fire Critical mult.: +8.00% A belt that goes around your waist. |
spiritwalker's hardened leather belt of the mystic spiritwalker's hardened leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mental save: +8 Mana each turn: +0.24 Maximum mana: +32.00 Spellpower: +5 A belt that goes around your waist. |
elven-silk cloak 'Bleakoozer' (3 def, 0 armour) elven-silk cloak 'Bleakoozer' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 15% chance to inflict damage reduction * 10% chance to disease Changes resistances penetration: +15% darkness Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of fog (8 def, 0 armour) murderer's cashmere cloak of fog (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +5 Defense: +8 Changes stats: +3 Cun / +3 Dex Changes resistances: +16% light / +10% fire Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
This item will automatically be transmogrified when you leave the level. ancient silk robe of Angolwen (3 def, 0 armour)ancient silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +4 Wil / +8 Mag Changes resistances: +9% temporal Changes resistances penetration: +9% temporal Changes damage: +8% temporal Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +8 Reduces paradox failures(equivalent to willpower): +23 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silithra (0 def, 3 armour) Silithra (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: -1% Damage when hit (Melee): 4 acid Reduces incoming crit damage: 10.00% Physical save: +6 Silence immunity: +37% Confusion immunity: +38% Stun/Freeze immunity: +36% Life regen: +0.20 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of phasing (0 def, 4 armour)pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Wil / +3 Mag Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 21 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. undeterred pair of dwarven-steel boots of spellbinding (0 def, 4 armour)undeterred pair of dwarven-steel boots of spellbinding (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Spell save: +3 Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +25% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of dispersion (0 def, 2 armour) hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 arcane Changes stats: +3 Wil / +6 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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. |
This item will automatically be transmogrified when you leave the level. heroic dwarven-steel gauntlets (0 def, 6 armour)heroic dwarven-steel gauntlets (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +8 Maximum life: +57.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Chamugen (0 def, 5 armour) =Antimagic/+Luck= Chamugen (0 def, 5 armour) =Antimagic/+Luck=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +9 Lck Changes resistances: +12% lightning / +3% cold / +6% light Spell crit. chance: +7% Mental crit. chance: +4% A cap made of leather. |
Tulolechak (2 def, 0 armour) =See Invisible= Tulolechak (2 def, 0 armour) =See Invisible=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str Changes resistances: +10% cold / +8% fire Reduces incoming crit damage: 15.00% See invisible: +3 A pointy cloth hat, very wizardly... |
dragonslayer's rough leather cap of the bounder (0 def, 1 armour) dragonslayer's rough leather cap of the bounder (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +5 Dex Changes resistances: +6% acid / +6% fire / +6% cold / +6% lightning A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold / +6% fire Allows you to breathe in: water A cap made of leather. |
spellwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour) spellwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Con / +3 Mag Changes damage: +9% arcane Mana each turn: +0.28 Spellpower: +3 Spell crit. chance: +2% It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour of implacability (4 def, 14 armour)searing stralite mail armour of implacability (4 def, 14 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 Fatigue: +9% Damage (Melee): 13 acid / 16 fire Damage when hit (Melee): 9 acid / 11 fire Changes resistances: +19% acid / +10% fire Physical save: +9 A suit of armour made of mail. |
prismatic reinforced leather armour of the wind (13 def, 7 armour) prismatic reinforced leather armour of the wind (13 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +16 Physical crit. chance: +7.0% Armour: +7 Defense: +13 Fatigue: +8% Changes resistances: +13% light / +14% darkness Stamina each turn: +0.70 Chance to avoid any damage: +7% It can be used to activate talent Second Wind, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. tempestuous reinforced leather armour (9 def, 7 armour)tempestuous reinforced leather armour (9 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +9 Ranged Defense: +9 Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 5 lightning Changes resistances: +21% lightning / +22% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings (5 def, 2 armour)enlightening mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +5 Cun / +5 Wil Changes resistances: -25% fire Mental save: +13 Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings (5 def, 2 armour)enlightening mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +5 Cun / +5 Wil Changes resistances: -25% fire Mental save: +13 Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. mummy wrappings of command (13 def, 7 armour)mummy wrappings of command (13 def, 7 armour) Requires: - Dexterity 15 Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +7 Defense: +13 Fatigue: +2% Changes stats: +4 Cun Changes resistances: -25% fire Mental save: +12 Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. prismatic mummy wrappings of cold resistance (5 def, 2 armour)prismatic mummy wrappings of cold resistance (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes resistances: -25% fire / +19% cold / +12% light / +11% darkness Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. searing mummy wrappings of fire resistance (5 def, 2 armour)searing mummy wrappings of fire resistance (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage (Melee): 13 acid / 13 fire Damage when hit (Melee): 8 acid / 8 fire Changes resistances: +19% acid / +11% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of Eyal (5 def, 2 armour)spiked mummy wrappings of Eyal (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 11 physical Changes resistances: -25% fire Life regen: +1.80 Maximum life: +76.00 Healing mod.: +11% Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of delving (5 def, 2 armour)spiked mummy wrappings of delving (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 13 physical Changes stats: +6 Str Changes resistances: -25% fire / +13% darkness / +10% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of temporal resistance (5 def, 2 armour)spiked mummy wrappings of temporal resistance (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Damage when hit (Melee): 14 physical Changes resistances: -25% fire / +18% temporal Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. crackling stralite shield of radiance (10 def, 2 armour, 141 block)crackling stralite shield of radiance (10 def, 2 armour, 141 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Effects when hit in melee: * 30% chance to blind * 14% chance to daze Changes stats: +3 Dex / +3 Mag / +4 Con Changes resistances: +11% lightning / +14% light Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. inquisitor's quiver of elven-wood arrows (20/20, 42.5-59.5 power, 14 apr)inquisitor's quiver of elven-wood arrows (20/20, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 20 On weapon crit: * burns latent spell energy Damage (Ranged): +15 manaburn arcane Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
267 alchemist agate 267 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. |
10 onyx 10 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 aquamarine 7 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. |
5 lapis lazuli 5 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. |
10 opal 10 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. |
5 sapphire 5 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. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
11 jade 11 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 spinel 3 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. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 84 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Goroduhad the alchemist's lamp Goroduhad the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% blight Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +15% Maximum life: +60.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
preserving alchemist's lamp of the zealot preserving alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +3% all Spell save: +7 Life regen: +2.30 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
6 garnet 6 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. |
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 170 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
This item will automatically be transmogrified when you leave the level. deadly pouch of stralite shots of amnesia (20/20, 51-61.2 power, 5 apr)deadly pouch of stralite shots of amnesia (20/20, 51-61.2 power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.0 - 61.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 On weapon hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
stralite torque of charged psionic shield 'Belukaltholathagen' [power 113] (7/17 cooldown) stralite torque of charged psionic shield 'Belukaltholathagen' [power 113] (7/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 Fatigue: -6% Life regen: +0.20 Stamina each turn: +0.40 Maximum life: +20.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 113 for 7 turns, placing all other charms into a 17 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield [power 99] (7/17 cooldown) stralite torque of kinetic psionic shield [power 99] (7/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 99 for 7 turns, placing all other charms into a 17 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Gevea' [power 107] (7/17 cooldown) stralite torque of thermal psionic shield 'Gevea' [power 107] (7/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +1 Cun / +3 Dex Mental crit. chance: +2% Light radius: +1 Infravision radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 107 for 7 turns, placing all other charms into a 17 cooldown. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
10 amethyst 10 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. |
Glarepiercer [power 235] (7/9 cooldown) Glarepiercer [power 235] (7/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 lightning Changes resistances: +3% light Changes damage: +3% light It can be used to fire a bolt of a random element (dam 117-235), placing all other charms into a 9 cooldown. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of clairvoyance [power 13] (7/6 cooldown) volcanic elven-wood wand of clairvoyance [power 13] (7/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +3 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
3 amber 3 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. |
ametrine 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. |
2 zircon 2 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. |
Achievements
By Sorashi the Halfling Rogue level 31
48th Dusk 123rd year of Ascendancy at 01:02 see stats
By Sorashi the Halfling Rogue level 19
66th Regrowth 123rd year of Ascendancy at 22:21 see stats
By Sorashi the Halfling Rogue level 22
39th Pyre 123rd year of Ascendancy at 19:56 see stats
By Sorashi the Halfling Rogue level 7
6th Flare 122nd year of Ascendancy at 00:15 see stats
By Sorashi the Halfling Rogue level 32
69th Dusk 123rd year of Ascendancy at 00:20 see stats
By Sorashi the Halfling Rogue level 25
2nd Flare 123rd year of Ascendancy at 02:12 see stats
By Sorashi the Halfling Rogue level 15
8th Allure 123rd year of Ascendancy at 12:17 see stats
By Sorashi the Halfling Rogue level 22
38th Pyre 123rd year of Ascendancy at 22:25 see stats
By Sorashi the Halfling Rogue level 31
62nd Dusk 123rd year of Ascendancy at 12:33 see stats
By Sorashi the Halfling Rogue level 19
66th Regrowth 123rd year of Ascendancy at 22:47 see stats
By Sorashi the Halfling Rogue level 10
12nd Dusk 122nd year of Ascendancy at 06:53 see stats
By Sorashi the Halfling Rogue level 20
76th Regrowth 123rd year of Ascendancy at 18:29 see stats
By Sorashi the Halfling Rogue level 30
42nd Dusk 123rd year of Ascendancy at 22:34 see stats
By Sorashi the Halfling Rogue level 24
73rd Pyre 123rd year of Ascendancy at 03:58 see stats
By Sorashi the Halfling Rogue level 15
6th Haze 122nd year of Ascendancy at 00:41 see stats
By Sorashi the Halfling Rogue level 30
43rd Dusk 123rd year of Ascendancy at 16:18 see stats
By Sorashi the Halfling Rogue level 31
46th Dusk 123rd year of Ascendancy at 10:29 see stats
By Sorashi the Halfling Rogue level 7
1st Dusk 122nd year of Ascendancy at 10:19 see stats
By Sorashi the Halfling Rogue level 19
66th Regrowth 123rd year of Ascendancy at 22:21 see stats
By Sorashi the Halfling Rogue level 21
13rd Pyre 123rd year of Ascendancy at 15:24 see stats
By Sorashi the Halfling Rogue level 13
68th Dusk 122nd year of Ascendancy at 05:16 see stats
By Sorashi the Halfling Rogue level 21
12nd Pyre 123rd year of Ascendancy at 17:08 see stats
By Sorashi the Halfling Rogue level 32
68th Dusk 123rd year of Ascendancy at 14:08 see stats
By Sorashi the Halfling Rogue level 25
2nd Flare 123rd year of Ascendancy at 02:21 see stats
By Sorashi the Halfling Rogue level 30
44th Dusk 123rd year of Ascendancy at 07:28 see stats
Log
Sorashi speeds up.
Shasshhiy'Kaish casts Rune: Lightning.
Sorashi casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Sorashi tries to evade attacks.
Shasshhiy'Kaish hits Sorashi for 196 lightning damage.
Sorashi casts Rune: Shielding.
A shield forms around Sorashi.
Sorashi uses Infusion: Regeneration.
Sorashi starts regenerating health quickly.
Sorashi uses Deadly Strikes.
Sorashi deactivates Stealth.
Shasshhiy'Kaish notices you at the last moment!
Sorashi performs a melee critical strike against Shasshhiy'Kaish!
Sorashi aims carefully.
Sorashi hits Something for (205 shifted), 0 physical, 8 temporal, 91 mind, 6 blight, 17 arcane, 12 fire (136 total damage).
Sorashi uses Hide in Plain Sight.
Sorashi activates Stealth.
Sorashi uses Tumble.
Sorashi is poised to strike!
Sorashi performs a melee critical strike against Shasshhiy'Kaish!
Sorashi performs a melee critical strike against Shasshhiy'Kaish!
Shasshhiy'Kaish casts Meteor Rain.
Sorashi hits Shasshhiy'Kaish for 220 physical, 8 temporal, 243 mind, 6 blight, 17 arcane (497 total damage).
Your shield crumbles under the damage!
The shield around Sorashi crumbles.
Saving game...