Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.3.0Combines 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: Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Items Vault 1.3.0Donators/Buyers bonus! Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Adventurer Plus Addon 1.1.4Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Dwarfs start in Trollmire! 1.2.5Changes starting zone of dwarfs to Trollmire. Great for creating dual-shield adventurers on Insane/Madness. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Xorn |
Class | Hero |
Level / Exp | 41 / 78% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 57 (base 13) |
Dexterity | 63 (base 38) |
Constitution | 70 (base 10) |
Magic | 48 (base 31) |
Willpower | 40 (base 13) |
Cunning | 56 (base 35) |
Resources
Mana | 520/520 |
Psi | 120/120 |
Life | 1387/1725 |
Positive | 0/170 |
Stamina | 291/291 |
Healing Factor | 1.07 |
Regeneration | 3.9590000000004 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.87564008159% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 3 |
See Invisible | 12 |
Offense: Barehand
Damage | 90 |
Accuracy | 64 |
Crit Chance | 51% |
APR | 20 |
Speed | 0.80 |
Offense: Spell
Spellpower | 52.966746321265 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 46.133333333333 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 19 (40%) |
Defense | 36.275 |
Ranged Defense | 38.775 |
Fatigue | 0 |
Physical Save | 53.566666666667 |
Spell Save | 42.016666666667 |
Mental Save | 53.616666666667 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Teleport Resistance | 5% |
Confusion Resistance | 64% |
Disarm Resistance | 27% |
Stun Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.20 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Magical combat | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Xorn | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/3 |
Spell / Aegis | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Earth Glide |
talent | Crystalline Focus |
talent | Skate |
talent | Striking Stance |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | Has a 16% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (1.7 throws remaining) Grappling Defensively |
Quests
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 met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)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 Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed ice wyrm tooth. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. 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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ritch stinger. | active |
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 within20 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge Maze* Travel to the Hedge Maze in the south-west of Elvala. * Escort Raimundus safely through the Hedge Maze. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | [vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Lisewe (37-44.4 power, 6 apr, physical element)Lisewe (37-44.4 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 37.0 - 44.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +8.0% (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Damage (Melee): 33(-) arcane Changes resistances: +12%(-) light / +3%(-) fire Changes resistances penetration: +19%(-) physical Changes damage: +37%(-) physical Talents granted: +1.00(-) Command Staff Pinning immunity: +5% (-) Teleport immunity: +5% (-) Maximum mana: +50.00 (-) Spellpower: +26 (+9 eff.) (-) Spell crit. chance: +5% (-) Staves designed for wielders of magic, by the greats of the art. |
Quiver | [vs. 73 alchemist enormous geode (Quiver)] 73 alchemist enormous geode73 alchemist enormous geode 0.00 Encumbrance. Type: alchemist-gem / stone ; tier 5 When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
Light source | [vs. Layilrama the Murkmortal (Light source)] Layilrama the MurkmortalLayilrama the Murkmortal Infused by nature 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 (-) Physical power: +2 (+0 eff.) (-) Changes stats: +2(-) Con Changes resistances: +7%(-) blight / +6%(-) nature Critical mult.: +6.00% (-) Reduces incoming crit damage: 5.00% (-) Physical save: +6 (+2 eff.) (-) Life regen: +1.60 (-) Only die when reaching: -20.00 life (-) Maximum stamina: +20.00 (-) Light radius: +2 (-) Healing mod.: +13% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] iron helm 'Siluldaba' (0 def, 3 armour)iron helm 'Siluldaba' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) (-) Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 10% chance to disease Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 8(-) blight Changes stats: +9(-) Str / +6(-) Dex / +3(-) Con Changes resistances: +17%(-) mind / +12%(-) blight Changes damage: +6%(-) mind / +12%(-) blight Mental save: +12 (+4 eff.) (-) Confusion immunity: +24% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) (Tool)] iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown)iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 30% chance to blind Damage (Melee): 0(-40) item nature slow / 0(-30) item light blind Damage when hit (Melee): 4(-) light Changes resistances: +3%(-) nature Maximum wards: +3(-) physical / +3(-) mind / +3(-) darkness Changes damage: +6%(-) light Talents cooldown: Silence (+5(-) turn) Talents granted: +2.00(-) Silence +2.00(-) Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 4)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +12 (+3 eff.) (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes stats: +5(-) Str / +5(-) Con Changes resistances: +22%(-) light / +6%(-) nature Changes resistances penetration: +5%(-) arcane Changes damage: +11%(-) light / +15%(-) arcane Spellpower: +6 (+2 eff.) (-) Mindpower: +6 (+2 eff.) (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 4)] YariruintirYariruintir Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) (-6 (-2 eff.)) Defense: +9 (+4 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +2(-3) Con Changes resistances: +0%(-6%) nature / +22% darkness / +0%(-22%) light Changes resistances penetration: +0%(-5%) arcane Changes damage: +6% physical / +0%(-11%) light / +11% darkness / +0%(-15%) arcane / +5% all Maximum encumbrance: +10 Maximum life: +10.00 Maximum stamina: +5.00 Spellpower: +7 (+2 eff.) (+1 (+0 eff.)) Mindpower: +6 (+2 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 4)] HurudrarionHurudrarion Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +7 (+2 eff.) (-5 (-1 eff.)) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 0(-30) item nature slow / 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +5(-) Str / +3 Dex / +3 Cun / +5(-) Con Changes resistances: +3% lightning / +2% physical / +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-11%) light / +0%(-15%) arcane Physical save: +16 (+5 eff.) Mental save: +25 (+8 eff.) Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 4)] MnemonicMnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +8 Wil / +0(-5) Con Changes resistances: +0%(-6%) nature / +25% mind / +0%(-22%) light Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-11%) light / +0%(-15%) arcane Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +12 (+4 eff.) (+6 (+2 eff.)) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. Tap to cycle through comparison choices |
Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused 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. |
Main armor | [vs. Layildama the Blackknight (1 def, 2 armour) (Main armor)] Layildama the Blackknight (1 def, 2 armour)Layildama the Blackknight (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 4(-) darkness / 8(-) blight Changes stats: +9(-) Str / +4(-) Dex / +4(-) Mag / +4(-) Wil / +4(-) Cun Changes resistances: +23%(-) darkness / +12%(-) physical Changes damage: +12%(-) blight Physical save: +11 (+4 eff.) (-) Light radius: +2 (-) It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
On feet | [vs. Dimbearer (3 def, 1 armour) (On feet)] Dimbearer (3 def, 1 armour)Dimbearer (3 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +1% (-) Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 0(-40) item darkness numbing Changes stats: +3(-) Con / +3(-) Wil Changes resistances: +12%(-) darkness Changes resistances penetration: +6%(-) physical Changes damage: +6%(-) darkness Stamina each turn: +0.40 (-) Maximum stamina: +11.00 (-) Mindpower: +4 (+1 eff.) (-) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 172% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
On hands | [vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] hardened leather gloves 'Ebonypassion' (0 def, 2 armour)hardened leather gloves 'Ebonypassion' (0 def, 2 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Damage (Melee): 5(-) acid / 4(-) lightning / 6(-) fire / 7(-) mind / 5(-) cold Damage when hit (Melee): 4(-) blight Changes stats: +3(-) Mag / +3(-) Wil / +3(-) Con Changes resistances: +7%(-) mind Changes resistances penetration: +10%(-) darkness Changes damage: +6%(-) mind / +6%(-) blight Physical save: +11 (+4 eff.) (-) Spell save: +30 (+14 eff.) (-) Mental save: +5 (+2 eff.) (-) Disarm immunity: +27% (-) Mana each turn: +0.04 (-) Defense after a teleport: +10 (-) Resist all after a teleport: +4% (-) New effects duration reduction after a teleport: +20% (-) When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 167% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (Melee): +10(-) ice / +9(-) physical / +4(-) blight / +5(-) fire / +12(-) acid / +8(-) lightning Burst (radius 2) on crit: +9(-) mind It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 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 30% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
On hands | [vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] Radiancezeal (0 def, 1 armour)Radiancezeal (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +1 (-1) Damage (Melee): 4(-1) acid / 4(-) lightning / 4(-2) fire / 0(-7) mind / 4(-1) cold Damage when hit (Melee): 0(-4) blight Changes stats: +2 Dex / +5(+2) Mag / +3(-) Wil / +4 Cun / +2(-1) Con Changes resistances: +0%(-7%) mind / +6% light / +13% darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-6%) blight / +6% light / +0%(-6%) mind Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-27%) Mana each turn: +0.00 (-0.04) Light radius: +3 Infravision radius: +3 See invisible: +12 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 13.0 - 18.2(-4.5 - -1.0) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 (-) Physical crit. chance: +7.0% (+4.0%) Attack speed: 125% (-42%) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +7(-3) ice / +0(-9) physical / +7 darkness / +8 light / +0(-4) blight / +9(+4) fire / +8(-) lightning / +5(-7) acid Burst (radius 2) on crit: +0(-9) mind / +17 light / +17 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
Cloak | [vs. Relgudunarach the Gleamqueller (7 def, 0 armour) (Cloak)] Relgudunarach the Gleamqueller (7 def, 0 armour)Relgudunarach the Gleamqueller (7 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (-) Effects on melee hit: * 40% chance to blind Damage (Melee): 0(-40) item light blind Damage when hit (Melee): 8(-) light Changes stats: +3(-) Mag / +3(-) Wil Changes resistances: +6%(-) mind Changes resistances penetration: +5%(-) mind Physical save: +7 (+2 eff.) (-) Maximum life: +33.00 (-) Spell crit. chance: +5% (-) Light radius: +2 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Camykalthotir (Around neck)] CamykalthotirCamykalthotir Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 (-) Physical crit. chance: +2.0% (-) Fatigue: -17% (-) Damage (Melee): 7(-) light / 8(-) darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 8% chance to blind Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +10(-) Dex / +2(-) Mag / +10(-) Cun / +10(-) Con Changes resistances: +3%(-) fire / +3%(-) nature / +3%(-) cold Changes damage: +8%(-) light / +8%(-) darkness Life regen: +1.10 (-) Stamina each turn: +1.20 (-) Movement speed: +20% (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Healing [healing infusion of the sneak (heal 58)] (on body)] healing infusion (heal 66)This item will automatically be transmogrified when you leave the level. healing infusion (heal 66) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66(-97) and cleanse 1 wound and poison 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. |
[vs. Infusion: Healing [healing infusion of the sneak (heal 58)] (on body)] healing infusion of the duelist (heal 176)healing infusion of the duelist (heal 176) 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(+5) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176(+13) and cleanse 1 wound and poison effect. Its effects scale with your -Cunning, +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. |
[vs. Infusion: Healing [healing infusion of the sneak (heal 58)] (on body)] healing infusion of the wizard (heal 136)healing infusion of the wizard (heal 136) 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(+5) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136(-27) and cleanse 1 wound and poison effect. Its effects scale with your -Cunning, +Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 91 over 5 turns)] (on body)] regeneration infusion (heal 294 over 5 turns)regeneration infusion (heal 294 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: 16(+4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294(+71) life over 5(-) turns. Its effects scale with your -Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 91 over 5 turns)] (on body)] regeneration infusion (heal 95 over 5 turns)regeneration infusion (heal 95 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: 17(+5) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 95(-128) life over 5(-) turns. Its effects scale with your -Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 91 over 5 turns)] (on body)] regeneration infusion of the duelist (heal 277 over 5 turns)regeneration infusion of the duelist (heal 277 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: 16(+4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277(+54) life over 5(-) turns. Its effects scale with your -Magic, +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. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 91 over 5 turns)] (on body)] regeneration infusion of the sneak (heal 250 over 5 turns)regeneration infusion of the sneak (heal 250 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: 12(-) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250(+27) life over 5(-) turns. Its effects scale with your -Magic, +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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 9; power 22; turns 3; dispells darkness)sun infusion (rad 9; power 22; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild (on body)] wild infusion (resist 10%; cure mental)wild infusion (resist 10%; 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: 14(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental or -physical effect and reduce all damage taken by 10%(-4%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. 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. |
[vs. Infusion: Wild (on body)] wild infusion of the warrior (resist 27%; cure magical, physical)wild infusion of the warrior (resist 27%; 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(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical or physical effect and reduce all damage taken by 27%(+13%) for 6(+2) turns. Also removes cross-tier effects of the affected types for free. 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. |
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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
8 infusion patches of clearing 8 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
10 infusion patches of light healing 10 infusion patches of light healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
infusion patch of lesser healing infusion patch of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of healing 3 infusion patches of healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
manasurge rune (632% regen over 10 turns; 32 instant mana) manasurge rune (632% regen over 10 turns; 32 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 632% over 10 turns and instantly restoring 32 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. |
phase door rune (range 10; power 34; dur 7) phase door rune (range 10; power 34; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. 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. phase door rune (range 14; power 36; dur 6)phase door rune (range 14; power 36; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 14; power 35; dur 6) phase door rune of the duelist (range 14; power 35; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. 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. |
phase door rune of the psychic (range 8; power 23; dur 3) phase door rune of the psychic (range 8; power 23; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 9; power 23; dur 3) phase door rune of the psychic (range 9; power 23; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (124 acid damage; dur 5; apply 22)acid wave rune (124 acid damage; dur 5; apply 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 123.90 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. 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. |
biting gale rune (97 cold damage; 20 apply power) biting gale rune (97 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 96.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (236 fire damage)heat beam rune (236 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: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 236.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 368 for 7 turns) shielding rune (absorb 368 for 7 turns)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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 368 damage for 7 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 357 for 6 turns) shielding rune of the psychic (absorb 357 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 357 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 270 for 3 turns) shielding rune of the titan (absorb 270 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 270 damage for 3 turns. 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. |
6 scrolls of phase door 6 scrolls of phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 1 It can be used to teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
2 scrolls of teleportation 2 scrolls of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. Camykalthotir (Around neck)] MurkwinnowMurkwinnow Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Armour: +4 Defense: +5 (+2 eff.) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 4 darkness / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +2 Wil / +0(-10) Cun / +0(-10) Con Changes resistances: +7% physical / +3% darkness / +0%(-3%) cold / +0%(-3%) fire / +5% arcane / +0%(-3%) nature Changes resistances cap: +3% all Changes damage: +0%(-8%) darkness / +3% arcane / +0%(-8%) light Physical save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +12% Life regen: +0.00 (-1.10) Stamina each turn: +0.30 (-0.90) Mindpower: +7 (+2 eff.) Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Camykalthotir (Around neck)] Sunsun the copper amuletSunsun the copper amulet Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Fatigue: +0% (+17%) Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 4 fire / 8 darkness / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +4(+2) Mag / +0(-10) Cun / +0(-10) Con Changes resistances: +9%(+6%) fire / +0%(-3%) nature / +0%(-3%) cold Changes resistances penetration: +5% darkness / +10% fire Changes damage: +5% physical / +14%(+6%) darkness / +6% fire / +5% temporal / +5%(-3%) light Talent mastery: +0.15 Chronomancy / Spacetime Weaving Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-1.20) Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Camykalthotir (Around neck)] 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: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +0(-10) Cun / +2(-8) Con Changes resistances: +10% blight / +0%(-3%) fire / +11%(+8%) nature / +0%(-3%) cold Changes damage: +0%(-8%) light / +0%(-8%) darkness Poison immunity: +21% Disease immunity: +21% Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-1.20) Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Camykalthotir (Around neck)] grounding copper amulet of willpower (+3)grounding copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +3 Wil / +0(-10) Cun / +0(-10) Con Changes resistances: +10% lightning / +0%(-3%) fire / +0%(-3%) nature / +0%(-3%) cold Changes damage: +0%(-8%) light / +0%(-8%) darkness Stun/Freeze immunity: +20% Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-1.20) Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Camykalthotir (Around neck)] warrior's copper amuletwarrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +0(-10) Cun / +0(-10) Con Changes resistances: +0%(-3%) cold / +0%(-3%) fire / +0%(-3%) nature / +5% physical Changes damage: +0%(-8%) light / +0%(-8%) darkness Life regen: +0.00 (-1.10) Stamina each turn: +0.20 (-1.00) Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Camykalthotir (Around neck)] Mysterious SymbolMysterious Symbol Infused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +0(-10) Cun / +0(-10) Con Changes resistances: +0%(-3%) fire / +0%(-3%) nature / +0%(-3%) cold Changes damage: +0%(-8%) light / +0%(-8%) darkness Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-1.20) Movement speed: +0% (-20%) When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
[vs. Camykalthotir (Around neck)] Odd SymbolOdd Symbol Infused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +0(-10) Cun / +0(-10) Con Changes resistances: +0%(-3%) fire / +0%(-3%) nature / +0%(-3%) cold Changes damage: +0%(-8%) light / +0%(-8%) darkness Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-1.20) Movement speed: +0% (-20%) When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
[vs. Camykalthotir (Around neck)] Strange SymbolStrange Symbol Infused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +0(-10) Cun / +0(-10) Con Changes resistances: +0%(-3%) fire / +0%(-3%) nature / +0%(-3%) cold Changes damage: +0%(-8%) light / +0%(-8%) darkness Life regen: +0.00 (-1.10) Stamina each turn: +0.00 (-1.20) Movement speed: +0% (-20%) When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
[vs. Camykalthotir (Around neck)] gold amulet 'Poxoath'gold amulet 'Poxoath' Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-2.0%) Armour: +10 Defense: +14 (+6 eff.) Fatigue: +0% (+17%) Damage (Melee): 0(-7) light / 0(-8) darkness Damage when hit (Melee): 0(-8) item light blind / 0(-7) item darkness numbing Changes stats: +0(-10) Dex / +0(-2) Mag / +5 Wil / +0(-10) Cun / +0(-10) Con / +11 Lck Changes resistances: +7% physical / +0%(-3%) cold / +0%(-3%) fire / +0%(-3%) nature / +3% mind Changes damage: +0%(-8%) darkness / +3% nature / +0%(-8%) light Mental save: +10 (+3 eff.) Blindness immunity: +5% Cut immunity: +10% Confusion immunity: +5% Life regen: +0.00 (-1.10) Stamina each turn: +0.50 (-0.70) Only die when reaching: -20.00 life Movement speed: +0% (-20%) Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
[vs. Wheel of Fate (On fingers, 1 of 4)] Brightkarma the copper ringBrightkarma the copper ring Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 0(-30) item nature slow / 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 5 bleed Damage when hit (Melee): 8 mind / 4 light Changes stats: +0(-5) Str / +2 Cun / +0(-5) Con Changes resistances: +6%(-16%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-15%) arcane / +6%(-5%) light / +15% mind Mental save: +7 (+2 eff.) Confusion immunity: +23% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] GlonaGlona Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage (Melee): 0(-30) item nature slow Changes stats: +2(-3) Str / +6 Wil / +2 Cun / +0(-5) Con Changes resistances: +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-15%) arcane / +6% mind / +0%(-11%) light Mental save: +15 (+5 eff.) Life regen: +0.70 Hate when firing a critical mind attack: +3.00 Maximum life: +44.00 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Infravision radius: +1 Healing mod.: +11% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] Layyna the TempestoathLayyna the Tempestoath Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Defense: +9 (+4 eff.) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +5 Wil / +5 Cun / +2(-3) Con Changes resistances: +24% acid / +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane / +15% physical Changes damage: +12% acid / +0%(-15%) arcane / +0%(-11%) light / +3% lightning Critical mult.: +3.00% Physical save: +6 (+2 eff.) Maximum life: +20.00 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +7 (+2 eff.) (+1 (+0 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] Ring of InsightRing of Insight Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +2 Mag / +2 Cun / +0(-5) Con Changes resistances: +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-11%) light / +0%(-15%) arcane Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] titan's copper ring of corrosion (+20%)titan's copper ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +2(-3) Con Changes resistances: +20% acid / +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +10% acid / +0%(-11%) light / +0%(-15%) arcane Physical save: +4 (+1 eff.) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] titan's copper ring of the mountain (+12%)titan's copper ring of the mountain (+12%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +3(-2) Con Changes resistances: +12% physical / +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +12% physical / +0%(-11%) light / +0%(-15%) arcane Physical save: +6 (+2 eff.) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] Duvyzor the steel ringDuvyzor the steel ring Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Defense: +10 (+5 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 0(-30) item nature slow / 13 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +1(-4) Str / +3 Wil / +3 Cun / +1(-4) Con Changes resistances: +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-11%) light / +0%(-15%) arcane Reduces incoming crit damage: 10.00% Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +30 (+9 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +8 (+3 eff.) (+2 (+1 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] psionicist's steel ring of frost (+26%)psionicist's steel ring of frost (+26%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +4 Wil / +0(-5) Con Changes resistances: +26% cold / +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +13% cold / +0%(-11%) light / +0%(-15%) arcane Mental save: +8 (+3 eff.) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] titan's steel ring of frost (+20%)titan's steel ring of frost (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +2(-3) Con Changes resistances: +20% cold / +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +10% cold / +0%(-11%) light / +0%(-15%) arcane Physical save: +4 (+1 eff.) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] ChyvorChyvor Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +32 Physical power: +11 (+3 eff.) (-1 (+0 eff.)) Defense: +29 (+11 eff.) Effects on melee hit: * 10% chance to disease * 40% chance to corrode armour Damage (Melee): 0(-30) item nature slow Damage when hit (Melee): 4 acid Changes stats: +10(+5) Str / +3 Wil / +9(+4) Con Changes resistances: +0%(-6%) nature / +17% mind / +0%(-22%) light Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-15%) arcane / +17% mind / +0%(-11%) light Reduces incoming crit damage: 5.00% Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 4)] sneakthief's voratun ring of pilferingsneakthief's voratun ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+7 eff.) Armour penetration: +14 Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Defense: +11 (+5 eff.) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-5) Str / +9 Dex / +5 Cun / +0(-5) Con Changes resistances: +0%(-22%) light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) arcane Changes damage: +0%(-11%) light / +0%(-15%) arcane Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-2 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Corpsedare the elm vilestaff (14-16.8 power, 2 apr, physical element)Corpsedare the elm vilestaff (14-16.8 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 14.0 - 16.8(-23.0 - -27.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-4) Physical crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 40% (+40%) Burst (radius 1) on hit: +4 nature When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Effects on melee hit: * Slows global speed by 40% Damage (Melee): 0(-33) arcane Changes resistances: +0%(-12%) light / +3%(-) fire Changes resistances penetration: +5% nature / +0%(-19%) physical Changes damage: +6% nature / +14%(-23%) physical Talents granted: +1.00(-) Command Staff Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Mana each turn: +0.13 Maximum mana: +0.00 (-50.00) Spellpower: +14 (+5 eff.) (-12 (-4 eff.)) Spell crit. chance: +1% (-4%) It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element)Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-7.0 - -8.4) Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-2) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes stats: +7 Wil / +8 Mag Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +0%(-19%) physical Changes damage: +30% lightning / +0%(-37%) physical / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talents granted: +1.00(-) Command Staff Silence immunity: +40% Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Mana when firing critical spell: +12.00 Maximum mana: +40.00 (-10.00) Spellpower: +40 (+13 eff.) (+14 (+5 eff.)) Spell crit. chance: +25% (+20%) Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] balanced steel battleaxe of dampening (21.5-32.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of dampening (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3(-15.5 - -12.1) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-4) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +0.0% (-8.0%) Defense: +12 (+6 eff.) (+10 (+5 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes resistances: +16% acid / +0%(-12%) light / +16%(+13%) fire / +13% cold / +14% lightning Changes resistances penetration: +0%(-19%) physical Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Spell save: +13 (+4 eff.) Disarm immunity: +35% Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Massive two-handed battleaxes. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Porethra the voratun battleaxe (56-84 power, 4 apr)Porethra the voratun battleaxe (56-84 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0(+19.0 - +39.6) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-2) Physical crit. chance: +8.0% (+3.0%) Attack speed: 100% (-) On weapon crit: + wounds the target reducing their healing + cripple the target When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% (+34.0%) Physical power: +19 (+4 eff.) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Damage when hit (Melee): 8 blight Changes stats: +4 Str Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +19%(-) physical Changes damage: +21%(-16%) physical Talent granted: +0(+-1) Command Staff Physical save: +3 (+1 eff.) Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Mana each turn: +0.12 Mana when firing critical spell: +3.00 Maximum mana: +0.00 (-50.00) Spellpower: +2 (+1 eff.) (-24 (-8 eff.)) Spell crit. chance: +2% (-3%) Massive two-handed battleaxes. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Colaryem (48-76.8 power, 12 apr)Colaryem (48-76.8 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8(+11.0 - +32.4) Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (+6) Physical crit. chance: +11.0% (+6.0%) Attack speed: 50% (-50%) When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: -12% Damage (Melee): 0(-33) arcane Changes stats: +7 Dex Changes resistances: +7% lightning / +0%(-3%) fire / +0%(-12%) light Changes resistances penetration: +0%(-19%) physical Changes damage: +7% lightning / +0%(-37%) physical Talent granted: +0(+-1) Command Staff Maximum encumbrance: +50 Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] thunderous stralite greatsword of purging (47.5-76 power, 3 apr)thunderous stralite greatsword of purging (47.5-76 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0(+10.5 - +31.6) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-3) Physical crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) On weapon hit: * 27% chance to daze (+27%) + 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes stats: +6 Str / +5 Dex / +5 Mag / +3 Wil / +2 Cun / +5 Con Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +13% lightning / +0%(-19%) physical Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Massive two-handed swords. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] steel longsword of vileness (15.5-21.7 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword of vileness (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7(-21.5 - -22.7) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-3) Physical crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 13% chance to disease (+13%) Damage (Melee): +15 blight When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +0%(-19%) physical Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Sharp, long, and deadly. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] warbringer's dwarven-steel longsword of amnesia (25.5-35.7 power, 4 apr)This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel longsword of amnesia (25.5-35.7 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7(-11.5 - -8.7) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-2) Physical crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance to put talents on cooldown When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Physical power: +11 (+2 eff.) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes stats: +4 Con Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +10%(-9%) physical Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Disarm immunity: +19% Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Sharp, long, and deadly. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Dridomas (17.5-24.5 power, 2 apr)Dridomas (17.5-24.5 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5(-19.5 - -19.9) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 (-4) Physical crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: * 10% chance to cause random gloom (+10%) * 8% chance to corrode armour (+8%) Damage (Melee): +7 mind When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Damage when hit (Melee): 4 blight Changes stats: +2 Mag / +2 Wil / +2 Cun Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +7% acid / +0%(-19%) physical Changes damage: +6% arcane / +0%(-37%) physical Talent granted: +0(+-1) Command Staff Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Life regen: +0.70 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +0.00 (-50.00) Maximum vim: +10.00 Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% One-handed war axes. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] steel waraxe 'Sparknight' (14-19.6 power, 3 apr)steel waraxe 'Sparknight' (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6(-23.0 - -24.8) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-3) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 12% chance to daze (+12%) On weapon crit: + wounds the target reducing their healing Damage (Melee): +9 temporal / +9 nature When wielded/worn: Physical crit. chance: +8.0% (-) Physical power: +6 (+1 eff.) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Effects on melee hit: * 30% chance to daze * 15% chance to corrode armour Damage (Melee): 0(-33) arcane Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +22% lightning / +0%(-19%) physical / +5% acid Changes damage: +6% lightning / +0%(-37%) physical Talent granted: +0(+-1) Command Staff Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) One-handed war axes. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Poledhetha the iron dagger (10-13 power, 5 apr)Poledhetha the iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(-27.0 - -31.4) Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-1) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 7% chance to daze (+7%) On weapon crit: + splashes the target with acid Damage (Melee): +6 acid / +4 arcane Burst (radius 1) on hit: +4 arcane When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +3% acid / +0%(-12%) light / +0%(-3%) fire / +3% nature / +6% darkness Changes resistances penetration: +5% lightning / +0%(-19%) physical Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Pinning immunity: +0% (-5%) Stun/Freeze immunity: +10% Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-17.0 - -18.4) Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+4) Physical crit. chance: +12.0% (+7.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes stats: +5 Mag Changes resistances: +10% blight / +10%(+7%) fire / +0%(-12%) light Changes resistances penetration: +0%(-19%) physical Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] balanced steel dagger of vileness (12-15.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. balanced steel dagger of vileness (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-25.0 - -28.8) Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * 11% chance to disease (+11%) Damage (Melee): +10 blight When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +0.0% (-8.0%) Defense: +8 (+4 eff.) (+6 (+3 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +0%(-19%) physical Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Disarm immunity: +22% Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Sharp, short and deadly. |
[vs. Lisewe (37-44.4 power, 6 apr, physical element) (Psionic focus)] glacial steel dagger of torment (12.5-16.25 power, 6 apr)This item will automatically be transmogrified when you leave the level. glacial steel dagger of torment (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3(-24.5 - -28.1) Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: + 20% chance to torment the target Burst (radius 2) on crit: +12 ice When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Armour: +6 Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-33) arcane Changes resistances: +0%(-12%) light / +0%(-3%) fire Changes resistances penetration: +0%(-19%) physical / +6% cold / +8% mind / +6% darkness Changes damage: +0%(-37%) physical Talent granted: +0(+-1) Command Staff Pinning immunity: +0% (-5%) Teleport immunity: +0% (-5%) Maximum mana: +0.00 (-50.00) Spellpower: +0 (+0 eff.) (-26 (-9 eff.)) Spell crit. chance: +0% (-5%) Sharp, short and deadly. |
[vs. 73 alchemist enormous geode (Quiver)] sentry's quiver of ash arrows of accuracy (49/49, 27-37.8 power, 12 apr)This item will automatically be transmogrified when you leave the level. sentry's quiver of ash arrows of accuracy (49/49, 27-37.8 power, 12 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 27.0 - 37.8 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +12 Physical crit. chance: +1.5% Capacity: 49 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
[vs. Layildama the Blackknight (1 def, 2 armour) (Main armor)] linen robe 'Coallord' (0 def, 0 armour) =SP=linen robe 'Coallord' (0 def, 0 armour) =SP= Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 8 acid / 20(16) darkness / 0(-8) blight Changes stats: +0(-9) Str / +0(-4) Dex / +0(-4) Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +9% acid / +0%(-12%) physical / +0%(-23%) darkness Changes resistances penetration: +7% mind Changes damage: +9% acid / +3% darkness / +0%(-12%) blight / +7% mind / +7% all Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Mana each turn: +0.15 Psi each turn: +0.37 Maximum mana: +46.00 Maximum psi: +14.00 Spellpower: +30 (+9 eff.) Spell crit. chance: +6% Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Light radius: +0 (-2) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Layildama the Blackknight (1 def, 2 armour) (Main armor)] ancient elven-silk robe of alchemy (5 def, 0 armour) =mag!=ancient elven-silk robe of alchemy (5 def, 0 armour) =mag!= Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +0 (-2) Defense: +5 (+2 eff.) (+4 (+2 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 0(-4) darkness / 0(-8) blight Changes stats: +0(-9) Str / +0(-4) Dex / +10(+6) Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +13% acid / +16%(+4%) physical / +0%(-23%) darkness / +12% fire / +11% cold Changes resistances penetration: +11% temporal / +11% physical Changes damage: +10% acid / +20% physical / +0%(-12%) blight / +15% cold / +15% temporal / +12% fire Talent cooldown: Refit Golem (-4 turns) Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Light radius: +0 (-2) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Layildama the Blackknight (1 def, 2 armour) (Main armor)] Khelidin the Infernobender (1 def, 2 armour)Khelidin the Infernobender (1 def, 2 armour) Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 (-) Defense: +1 (+0 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 20(12) blight / 4 arcane / 0(-4) darkness Changes stats: +0(-9) Str / +0(-4) Dex / +0(-4) Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-23%) darkness / +6%(-6%) physical / +5% mind / +6% fire Changes resistances penetration: +5% arcane Changes damage: +0%(-12%) blight Critical mult.: +11.00% Physical save: +12 (+4 eff.) (+1 (+0 eff.)) Spell save: +6 (+2 eff.) Mental save: +11 (+4 eff.) Spell crit. chance: +2% Light radius: +0 (-2) A suit of armour made of leather. |
[vs. Layildama the Blackknight (1 def, 2 armour) (Main armor)] Anegagrim the Chargeminister (9 def, 4 armour)Anegagrim the Chargeminister (9 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Armour: +4 (+2) Defense: +9 (+4 eff.) (+8 (+4 eff.)) Fatigue: +7% (+1%) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 0(-8) blight / 12 physical / 8 mind / 0(-4) darkness Changes stats: +0(-9) Str / +0(-4) Dex / +0(-4) Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +12% lightning / +0%(-12%) physical / +3% mind / +0%(-23%) darkness Changes resistances penetration: +15% lightning Changes damage: +0%(-12%) blight Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Life regen: +7.00 Stamina each turn: +0.70 Light radius: +0 (-2) Healing mod.: +13% Chance to avoid any damage: +6% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 59% of your stamina. A suit of armour made of leather. |
[vs. Girdle of the Calm Waters (Around waist)] Kindlestoker the rough leather beltKindlestoker the rough leather belt Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +5 Mag / +4(+1) Wil / +2 Cun Changes resistances: +0%(-20%) blight / +6% fire / +0%(-20%) nature / +0%(-20%) cold Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Maximum encumbrance: +28 Maximum life: +57.00 Maximum mana: +36.00 Maximum stamina: +27.00 Maximum hate: +12.00 Maximum psi: +23.00 Maximum vim: +24.00 Maximum pos.energy: +22.00 Maximum neg.energy: +24.00 Spell crit. chance: +4% Light radius: +1 Healing mod.: +0% (-30%) Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] blurring rough leather belt of carryingblurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Fatigue: -4% Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Stealth bonus: +5 Maximum encumbrance: +23 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Relgudunarach the Gleamqueller (7 def, 0 armour) (Cloak)] Xita (1 def, 0 armour)Xita (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) (-6 (-3 eff.)) Fatigue: -8% Damage (Melee): 0(-40) item light blind Damage when hit (Melee): 0(-8) light Changes stats: +2 Str / +5(+2) Mag / +5(+2) Wil / +3 Con Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-5%) mind Changes damage: +6% blight Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Stamina each turn: +0.20 Maximum life: +0.00 (-33.00) Maximum stamina: +5.00 Spell crit. chance: +5% (-) Light radius: +0 (-2) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Relgudunarach the Gleamqueller (7 def, 0 armour) (Cloak)] Yvorin (1 def, 0 armour)Yvorin (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +1 (+0 eff.) (-6 (-3 eff.)) Damage (Melee): 0(-40) item light blind Damage when hit (Melee): 8 mind / 0(-8) light Changes stats: +2 Dex / +0(-3) Mag / +0(-3) Wil / +2 Cun / +2 Con Changes resistances: +0%(-6%) mind Changes resistances penetration: +0%(-5%) mind Physical save: +27 (+9 eff.) (+20 (+7 eff.)) Mental save: +7 (+2 eff.) Life regen: +0.40 Only die when reaching: -50.00 life Maximum life: +0.00 (-33.00) Maximum stamina: +5.00 Spell crit. chance: +0% (-5%) Light radius: +0 (-2) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Relgudunarach the Gleamqueller (7 def, 0 armour) (Cloak)] Yvuma (1 def, 0 armour)Yvuma (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) (-6 (-3 eff.)) Fatigue: -3% Damage (Melee): 0(-40) item light blind Damage when hit (Melee): 0(-8) light Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +20% blight / +11% nature / +0%(-6%) mind Changes resistances penetration: +5% blight / +15%(+10%) mind Changes damage: +3% mind / +3% blight Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Life regen: +1.40 Maximum life: +0.00 (-33.00) Spell crit. chance: +0% (-5%) Light radius: +0 (-2) Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Dimbearer (3 def, 1 armour) (On feet)] pair of rough leather boots 'Amuhor' (0 def, 1 armour)pair of rough leather boots 'Amuhor' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +1% (-) Damage (Melee): 0(-40) item darkness numbing Changes stats: +3 Str / +4 Dex / +4 Mag / +0(-3) Wil / +6(+3) Con / +6 Lck Changes resistances: +0%(-12%) darkness Changes resistances penetration: +10% acid / +0%(-6%) physical Changes damage: +0%(-6%) darkness / +6% physical Stealth bonus: +6 Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-11.00) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.8 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
[vs. Dimbearer (3 def, 1 armour) (On feet)] Daimygotar the pair of iron boots (0 def, 8 armour)Daimygotar the pair of iron boots (0 def, 8 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +8 (+7) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +2% (+1%) Damage (Melee): 0(-40) item darkness numbing Damage when hit (Melee): 4 physical Changes stats: +1(-2) Con / +1(-2) Wil Changes resistances: +0%(-12%) darkness Changes resistances penetration: +0%(-6%) physical Changes damage: +0%(-6%) darkness Critical mult.: +6.00% Physical save: +20 (+7 eff.) Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +23% Stamina each turn: +0.00 (-0.40) Maximum stamina: +5.00 (-6.00) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Dimbearer (3 def, 1 armour) (On feet)] undeterred pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)This item will automatically be transmogrified when you leave the level. undeterred pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+3) Defense: +5 (+2 eff.) (+2 (+1 eff.)) Ranged Defense: +6 (+3 eff.) (+3 (+1 eff.)) Fatigue: +3% (+2%) Damage (Melee): 0(-40) item darkness numbing Changes stats: +0(-3) Con / +0(-3) Wil Changes resistances: +0%(-12%) darkness Changes resistances penetration: +0%(-6%) physical Changes damage: +0%(-6%) darkness Silence immunity: +38% Confusion immunity: +23% Stun/Freeze immunity: +34% Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-11.00) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] 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 (-) Damage (Melee): 0(-5) acid / 0(-6) fire / 0(-5) cold / 0(-7) mind / 0(-4) lightning Damage when hit (Melee): 0(-4) blight Changes stats: +0(-3) Mag / +3(-) Wil / +2 Cun / +0(-3) Con Changes resistances: +0%(-7%) mind / +10% fire Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-6%) blight / +5% fire / +0%(-6%) mind Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-27%) Mana each turn: +0.00 (-0.04) Mindpower: +2 (+1 eff.) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 6.0 - 6.6(-11.5 - -12.6) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (+4) Physical crit. chance: +1.0% (-2.0%) Attack speed: 167% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +0(-10) ice / +0(-9) physical / +0(-4) blight / +10(+5) fire / +0(-12) acid / +0(-8) lightning Burst (radius 2) on crit: +0(-9) mind Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 58.78 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. Tap to cycle through comparison choices |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Damage (Melee): 0(-5) acid / 0(-6) fire / 0(-5) cold / 0(-7) mind / 0(-4) lightning Damage when hit (Melee): 0(-4) blight Changes stats: +0(-3) Mag / +4(+1) Wil / +4 Cun / +0(-3) Con Changes resistances: +10% nature / +0%(-7%) mind Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-6%) blight / +5% nature / +0%(-6%) mind Talent mastery: +0.20 Wild-gift / Slime Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Poison immunity: +20% Disarm immunity: +0% (-27%) Mana each turn: +0.00 (-0.04) Mindpower: +2 (+1 eff.) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 7.0 - 7.7(-10.5 - -11.5) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (+4) Physical crit. chance: +4.0% (+1.0%) Attack speed: 167% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Slime Spit (35% chance level 1). Damage (Melee): +0(-10) ice / +0(-9) physical / +0(-4) blight / +0(-5) fire / +0(-12) acid / +0(-8) lightning Burst (radius 2) on crit: +0(-9) mind Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. Tap to cycle through comparison choices |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] blighted rough leather gloves of magic (+2) (0 def, 1 armour)blighted rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 0(-4) lightning / 0(-6) fire / 5 blight / 0(-5) cold / 0(-7) mind / 0(-5) acid Damage when hit (Melee): 0(-4) blight Changes stats: +2(-1) Mag / +0(-3) Wil / +0(-3) Con Changes resistances: +6% blight / +0%(-7%) mind Changes resistances penetration: +0%(-10%) darkness Changes damage: +3%(-3%) blight / +4% arcane / +0%(-6%) mind Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-27%) Mana each turn: +0.00 (-0.04) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 6.0 - 6.6(-11.5 - -12.6) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-2) Physical crit. chance: +1.0% (-2.0%) Attack speed: 167% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Soul Rot (20% chance level 1). Damage (Melee): +0(-10) ice / +0(-9) physical / +0(-12) acid / +0(-4) blight / +0(-5) fire / +7 arcane / +0(-8) lightning Burst (radius 2) on crit: +6 blight / +6 arcane / +0(-9) mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] blighted rough leather gloves of strength (+3) (0 def, 1 armour)blighted rough leather gloves of strength (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 (-1) Damage (Melee): 0(-4) lightning / 0(-6) fire / 6 blight / 0(-5) cold / 0(-7) mind / 0(-5) acid Damage when hit (Melee): 0(-4) blight Changes stats: +3 Str / +0(-3) Mag / +0(-3) Wil / +0(-3) Con Changes resistances: +5% blight / +0%(-7%) mind Changes resistances penetration: +0%(-10%) darkness Changes damage: +4%(-2%) blight / +0%(-6%) mind Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-27%) Mana each turn: +0.00 (-0.04) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 11.5 - 12.7(-6.0 - -6.6) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-2) Physical crit. chance: +1.0% (-2.0%) Attack speed: 167% (-) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Soul Rot (20% chance level 1). Damage (Melee): +0(-10) ice / +0(-9) physical / +0(-4) blight / +0(-5) fire / +0(-12) acid / +0(-8) lightning Burst (radius 2) on crit: +6 blight / +0(-9) mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] iron gauntlets 'Abyssimmortal' (0 def, 1 armour)iron gauntlets 'Abyssimmortal' (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 (-1) Damage (Melee): 0(-4) lightning / 0(-6) fire / 7 blight / 0(-5) cold / 0(-7) mind / 0(-5) acid Damage when hit (Melee): 0(-4) blight Changes stats: +1 Str / +4 Dex / +0(-3) Mag / +2(-1) Wil / +2 Cun / +0(-3) Con Changes resistances: +6% blight / +0%(-7%) mind Changes resistances penetration: +0%(-10%) darkness Changes damage: +4%(-2%) blight / +0%(-6%) mind Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-27%) Life regen: +1.30 Stamina each turn: +0.80 Mana each turn: +0.00 (-0.04) Maximum stamina: +11.00 Light radius: +1 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 10.5 - 14.7(-7.0 - -4.5) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 (-) Physical crit. chance: +7.0% (+4.0%) Attack speed: 125% (-42%) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +0(-10) ice / +0(-9) physical / +0(-4) blight / +0(-5) fire / +0(-12) acid / +0(-8) lightning Burst (radius 2) on crit: +7 blight / +8 fire / +0(-9) mind Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] Mudedig the dwarven-steel gauntlets (0 def, 2 armour)Mudedig the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 (-) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 5(-) acid / 0(-4) lightning / 9(3) fire / 0(-7) mind / 0(-5) cold Damage when hit (Melee): 0(-4) blight Changes stats: +2 Str / +0(-3) Mag / +0(-3) Wil / +0(-3) Con Changes resistances: +5% acid / +6% fire / +6%(-1%) mind Changes resistances penetration: +0%(-10%) darkness Changes damage: +4% acid / +5% fire / +0%(-6%) mind / +0%(-6%) blight Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-27%) Mana each turn: +0.00 (-0.04) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 25.0 - 35.0(+7.5 - +15.8) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 (+6) Physical crit. chance: +8.0% (+5.0%) Attack speed: 125% (-42%) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (Melee): +0(-10) ice / +0(-9) physical / +0(-4) blight / +0(-5) fire / +0(-12) acid / +0(-8) lightning Burst (radius 2) on crit: +12 acid / +6 fire / +0(-9) mind Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] Singeglory the dwarven-steel gauntlets (0 def, 2 armour)Singeglory the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 (-) Damage (Melee): 0(-5) acid / 10 temporal / 0(-6) fire / 0(-5) cold / 0(-7) mind / 0(-4) lightning Damage (Ranged): 9 temporal Damage when hit (Melee): 4 arcane / 0(-4) blight Changes stats: +0(-3) Mag / +0(-3) Wil / +2(-1) Con Changes resistances: +9% fire / +0%(-7%) mind / +8% temporal Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-6%) blight / +7% temporal / +0%(-6%) mind Critical mult.: +9.00% Physical save: +17 (+6 eff.) (+6 (+2 eff.)) Spell save: +5 (+2 eff.) (-25 (-11 eff.)) Mental save: +7 (+2 eff.) (+2 (+1 eff.)) Disarm immunity: +32% (+5%) Mana each turn: +0.00 (-0.04) Spell crit. chance: +10% Mental crit. chance: +13% Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 22.0 - 30.8(+4.5 - +11.6) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 (+6) Physical crit. chance: +12.0% (+9.0%) Attack speed: 125% (-42%) When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 11% chance to gain 10% of a turn (+11%) Damage (Melee): +0(-10) ice / +13(+4) physical / +0(-12) acid / +0(-8) lightning / +0(-4) blight / +4(-1) fire / +8 arcane Burst (radius 2) on crit: +8 arcane / +0(-9) mind It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 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 24% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. hardened leather gloves 'Ebonypassion' (0 def, 2 armour) (On hands, 1 of 2)] restful dwarven-steel gauntlets of dexterity (+5) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of dexterity (+5) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +2 (-) Damage (Melee): 0(-5) acid / 0(-6) fire / 0(-5) cold / 0(-7) mind / 0(-4) lightning Damage when hit (Melee): 0(-4) blight Changes stats: +5 Dex / +0(-3) Mag / +0(-3) Wil / +0(-3) Con Changes resistances: +0%(-7%) mind Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-6%) mind / +0%(-6%) blight Physical save: +0 (+0 eff.) (-11 (-4 eff.)) Spell save: +0 (+0 eff.) (-30 (-14 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-27%) Life regen: +2.40 Stamina each turn: +1.40 Mana each turn: +0.00 (-0.04) Maximum stamina: +22.00 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-4%) New effects duration reduction after a teleport: +0% (-20%) When used to modify unarmed attacks: Base power: 18.0 - 25.2(+0.5 - +6.0) Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 (+6) Physical crit. chance: +17.0% (+14.0%) Attack speed: 125% (-42%) When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Slumber (10% chance level 3). Damage (Melee): +0(-10) ice / +0(-9) physical / +0(-4) blight / +0(-5) fire / +0(-12) acid / +0(-8) lightning Burst (radius 2) on crit: +0(-9) mind Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] Extradimensional Hat (0 def, 0 armour)Extradimensional Hat (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +0 (-3) Fatigue: +0% (-5%) Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 0(-8) blight Changes stats: +0(-9) Str / +0(-6) Dex / +0(-3) Con Changes resistances: +0%(-12%) blight / +5% temporal / +0%(-17%) mind Changes damage: +0%(-12%) blight / +5% temporal / +0%(-6%) mind Maximum encumbrance: +50 Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Confusion immunity: +0% (-24%) Spellpower: +3 (+1 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
[vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] Zubywyn the rough leather cap (0 def, 1 armour)Zubywyn the rough leather cap (0 def, 1 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 0(-8) blight Changes stats: +0(-9) Str / +0(-6) Dex / +5 Wil / +3 Cun / +0(-3) Con Changes resistances: +0%(-12%) blight / +0%(-17%) mind / +11% light / +11% darkness Changes damage: +18%(+12%) mind / +0%(-12%) blight Critical mult.: +5.00% Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Confusion immunity: +0% (-24%) Vim when firing critical spell: +2.00 Mindpower: +4 (+1 eff.) A cap made of leather. |
[vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] Sunquarry (5 def, 3 armour)Sunquarry (5 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-) Defense: +5 (+2 eff.) Fatigue: +5% (-) Damage (Melee): 0(-10) item blight disease Effects when hit in melee: * 11% chance to gain 10% of a turn Damage when hit (Melee): 0(-8) blight Changes stats: +0(-9) Str / +0(-6) Dex / +3 Cun / +0(-3) Con Changes resistances: +6% temporal / +3% light / +0%(-12%) blight / +7% cold / +0%(-17%) mind Changes resistances penetration: +5% temporal Changes damage: +0%(-12%) blight / +12% light / +0%(-6%) mind Allows you to breathe in: water Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Confusion immunity: +0% (-24%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] Turiruisus (0 def, 3 armour)Turiruisus (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +12 (+3 eff.) (+8 (+2 eff.)) Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 0(-8) blight Changes stats: +1(-8) Str / +0(-6) Dex / +4(+1) Con Changes resistances: +6% lightning / +6% temporal / +0%(-12%) blight / +0%(-17%) mind / +2% physical Changes damage: +0%(-6%) mind / +0%(-12%) blight Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Confusion immunity: +0% (-24%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] Xanelekira the iron helm (0 def, 3 armour)Xanelekira the iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 16 acid / 0(-8) blight Changes stats: +0(-9) Str / +5(-1) Dex / +1 Mag / +4 Cun / +0(-3) Con Changes resistances: +0%(-12%) blight / +6% nature / +0%(-17%) mind Changes damage: +0%(-6%) mind / +0%(-12%) blight Spell save: +4 (+1 eff.) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Confusion immunity: +0% (-24%) Maximum life: +52.00 Infravision radius: +2 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] iron helm 'Geldara' (0 def, 3 armour)iron helm 'Geldara' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 0(-8) blight / 6 physical Changes stats: +3(-6) Str / +7(+1) Dex / +3 Cun / +0(-3) Con Changes resistances: +0%(-17%) mind / +0%(-12%) blight Changes damage: +0%(-6%) mind / +0%(-12%) blight Physical save: +3 (+1 eff.) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Confusion immunity: +0% (-24%) Only die when reaching: -40.00 life Maximum stamina: +5.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 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 455.8 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm 'Siluldaba' (0 def, 3 armour) (On head)] Helm of the Dwarven Emperors (0 def, 6 armour)Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +6 (+3) Fatigue: +4% (-1%) Damage (Melee): 0(-10) item blight disease Damage when hit (Melee): 0(-8) blight Changes stats: +0(-9) Str / +0(-6) Dex / +4 Mag / +3 Wil / +0(-3) Con Changes resistances: +0%(-17%) mind / +0%(-12%) blight Changes damage: +0%(-12%) blight / +8% light / +0%(-6%) mind Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Blindness immunity: +30% Confusion immunity: +30% (+6%) Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.53 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
20 tiny geode 20 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
26 ametrine 26 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
37 quartz 37 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
28 citrine 28 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 hematite 4 hematite0.00 Encumbrance. Type: gem / black ; tier 2 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. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
7 malachite 7 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
7 carnelian 7 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
10 small geode 10 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Gems can be sold for money or used in arcane rituals. |
2 enormous geode 2 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 tanzanite 2 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
[vs. 73 alchemist enormous geode (Quiver)] 779 alchemist agate779 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. 73 alchemist enormous geode (Quiver)] 70 alchemist amethyst70 alchemist amethyst 0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
[vs. 73 alchemist enormous geode (Quiver)] 55 alchemist opal55 alchemist opal 0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
[vs. Layilrama the Murkmortal (Light source)] Lelizilafast the brass lantern =mag+SP=Lelizilafast the brass lantern =mag+SP= Powered by arcane forces -1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Damage when hit (Melee): 12 acid / 12 physical Changes stats: +1 Str / +12 Mag / +1(-1) Con Changes resistances: +0%(-7%) blight / +0%(-6%) nature Changes damage: +12% physical Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Life regen: +0.00 (-1.60) Only die when reaching: +0.00 life (+20.00 life) Maximum stamina: +0.00 (-20.00) Spellpower: +21 (+7 eff.) Light radius: +8 (+6) Healing mod.: +15% (+2%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Layilrama the Murkmortal (Light source)] burglar's brass lantern of clarityburglar's brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Changes stats: +3 Cun / +0(-2) Con Changes resistances: +0%(-7%) blight / +0%(-6%) nature Critical mult.: +0.00% (-6.00%) Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +5 (+2 eff.) Life regen: +0.00 (-1.60) Only die when reaching: +0.00 life (+20.00 life) Maximum stamina: +0.00 (-20.00) Light radius: -8 (-10) Infravision radius: +4 See stealth: +6 See invisible: +6 Healing mod.: +0% (-13%) 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. |
[vs. iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) (Tool)] Ravenquench the dwarven-steel pickaxe (dig speed 8 turns)Ravenquench the dwarven-steel pickaxe (dig speed 8 turns) Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 0(-40) item nature slow / 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes stats: +2 Str / +3 Mag Changes resistances: +0%(-3%) nature / +7% fire / +10% darkness / +3% mind Maximum wards: +0(-3) physical / +0(-3) mind / +0(-3) darkness Changes resistances penetration: +10% darkness / +5% mind Changes damage: +11% fire / +14% mind / +0%(-6%) light Talent cooldown: Silence ((+0(-5) turn) Talents granted: +0(+-2) Silence +0(+-2) Ward Mental save: +8 (+3 eff.) Maximum mana: +43.00 Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage (Melee): 0(-40) item nature slow / 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes stats: +5 Wil Changes resistances: +0%(-3%) nature Maximum wards: +0(-3) physical / +0(-3) mind / +0(-3) darkness Changes damage: +0%(-6%) light Talent cooldown: Silence ((+0(-5) turn) Talents granted: +0(+-2) Silence +0(+-2) Ward Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.6 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 12 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 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. |
This item will automatically be transmogrified when you leave the level. rod of disarming (2/2)rod of disarming (2/2) Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line, costing 50 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
[vs. iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Damage (Melee): 0(-40) item nature slow / 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes stats: +5 Wil Changes resistances: +0%(-3%) nature / +5% physical Maximum wards: +0(-3) physical / +0(-3) mind / +0(-3) darkness Changes damage: +0%(-6%) light / +6% physical Talent cooldown: Silence ((+0(-5) turn) Talents granted: +0(+-2) Silence +0(+-2) Ward Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 98 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) (Tool)] hateful dwarven-steel torque of mindblast [power 177] (6 cooldown)hateful dwarven-steel torque of mindblast [power 177] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage (Melee): 0(-40) item nature slow / 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes resistances: +0%(-3%) nature Maximum wards: +0(-3) physical / +0(-3) mind / +0(-3) darkness Changes damage: +0%(-6%) light Talent cooldown: Silence ((+0(-5) turn) Talents granted: +0(+-2) Silence +0(+-2) Ward It can be used to fire a blast of psionic energies in a range 7 beam (dam 88-177), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) (Tool)] Furnacesweeper [power 289] (15 cooldown)Furnacesweeper [power 289] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage (Melee): 0(-40) item nature slow / 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes stats: +1 Cun Changes resistances: +0%(-3%) nature Maximum wards: +0(-3) physical / +0(-3) mind / +0(-3) darkness Changes resistances penetration: +5% fire Changes damage: +0%(-6%) light Grants telepathy: Humanoid/Orc Talent cooldown: Silence ((+0(-5) turn) Talents granted: +0(+-2) Silence +0(+-2) Ward It can be used to fire a bolt of a random element (dam 144-289), putting all charms on cooldown for 15 turns. When used: 200% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. iron torque of thermal psionic shield 'Daywrither' [power 25] (20 cooldown) (Tool)] ash wand of clairvoyance 'Xuta' [power 10] (6 cooldown)ash wand of clairvoyance 'Xuta' [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage (Melee): 0(-40) item nature slow / 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes stats: +2 Wil / +4 Mag Changes resistances: +0%(-3%) nature Maximum wards: +2 lightning / +2 temporal / +0(-3) darkness / +0(-3) physical / +2 blight / +2 fire / +0(-3) mind / +2 cold Changes damage: +3% mind / +0%(-6%) light Talents cooldown: Void Blast (+6 turn) Silence ((+0(-5) turn) Talents granted: +2 Void Blast +2 Strike +1(+-1) Ward +0(+-2) Silence Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+1 eff.) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bhex the Xorn Hero level 18
24th Dusk 122nd year of Ascendancy at 06:11 see stats
By Bhex the Xorn Hero level 10
3rd Flare 122nd year of Ascendancy at 17:52 see stats
By Bhex the Xorn Hero level 20
11st Haze 122nd year of Ascendancy at 23:24 see stats
By Bhex the Xorn Hero level 30
4th Decay 122nd year of Ascendancy at 07:31 see stats
By Bhex the Xorn Hero level 40
5th Decay 122nd year of Ascendancy at 09:55 see stats
By Bhex the Xorn Hero level 23
12nd Haze 122nd year of Ascendancy at 06:17 see stats
By Bhex the Xorn Hero level 23
53rd Haze 122nd year of Ascendancy at 17:10 see stats
By Bhex the Xorn Hero level 18
24th Dusk 122nd year of Ascendancy at 07:17 see stats
By Bhex the Xorn Hero level 10
3rd Flare 122nd year of Ascendancy at 17:53 see stats
By Bhex the Xorn Hero level 23
61st Haze 122nd year of Ascendancy at 05:46 see stats
By Bhex the Xorn Hero level 23
57th Haze 122nd year of Ascendancy at 04:18 see stats
By Bhex the Xorn Hero level 18
12nd Dusk 122nd year of Ascendancy at 13:57 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Bhex deactivates Arcane Feed.
Bhex deactivates Earth Glide.
Bhex deactivates Shielding.
Bhex deactivates Arcane Shield.
Bhex deactivates Skate.
Bhex deactivates Crystalline Focus.
Bhex deactivates Arcane Combat.
Bhex deactivates Striking Stance.
Bhex deactivates Beyond the Flesh.