








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Items Vault 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 87 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Ak'Gishil at level 18 on the 6th Flare 122nd year of Ascendancy at 07:31 6 / 2Killed by Ivotira the temporal stalker at level 25 on the 7th Dusk 122nd year of Ascendancy at 02:41 |
Primary Stats
| Strength | 104 (base 96) |
| Dexterity | 102 (base 96) |
| Constitution | 104 (base 96) |
| Magic | 114 (base 97) |
| Willpower | 114 (base 97) |
| Cunning | 118 (base 96) |
Resources
| Mana | 886/886 |
| Negative | 518/518 |
| Life | 7085/7085 |
| Psi | 414/414 |
| Soul | 24/24 |
| Healing Factor | 1.664598540146 |
| Regeneration | 144.57038321168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +15% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 21 |
| Infravision | 5 |
| See Stealth | 96.666541530479 |
| See Invisible | 158.78742017878 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 60 |
| Crit Chance | 38% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 79% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Arcane | +20% |
| Cold | +52% |
| All | +5% |
| Darkness | +55% |
| Temporal | +28% |
| Physical | +19% |
| Fire | +9% |
| Lightning | +9% |
Offense: Damage Penetration
| Blight | +23% |
| Arcane | +23% |
| Cold | +94% |
| All | +13% |
| Darkness | +84% |
| Temporal | +23% |
| Physical | +28% |
| Fire | +38% |
| Mind | +23% |
Defense: Base
| Armour (hardiness) | 90.132299571018 (85.629139072848%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 74 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 23%( 85%) |
| Fire | + 26%( 85%) |
| Temporal | + 40%( 85%) |
| Darkness | + 53%( 85%) |
| Arcane | + 38%( 85%) |
| Cold | + 65%( 85%) |
| All | + 22%( 85%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 68% |
| Fear Resistance | 100% |
| Stun Resistance | 79% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 404 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1008% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 670 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.50 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Spell / Nightfall | 1.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 2/5 |
| Celestial / Star fury | 1.50 |
| 7/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Spell / Ice | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dread | 1.50 |
| 7/5 |
| 6/5 |
| 1/5 |
| 8/5 |
| Spell / Chill | 1.50 |
| 1/5 |
| 8/5 |
| 1/5 |
| 1/5 |
| Spell / Charnel | 1.50 |
| 1/5 |
| 1/5 |
| 6/5 |
| 8/5 |
| Spell / Shades | 1.50 |
| 7/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Reaper | 1.50 |
| 6/5 |
| 8/5 |
| 1/5 |
| 8/5 |
| Spell / Necrotic minions | 1.70 |
| 8/5 |
| 1/5 |
| 8/5 |
| 8/5 |
| Spell / Corpse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Vampirism | 1.50 |
| 4/5 |
| 8/5 |
| 1/5 |
| 8/5 |
| Spell / Advanced necrotic minions | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 8/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 7/5 |
| 1/5 |
| 6/5 |
| Spell / Staff combat | 1.20 |
| 6/5 |
| 1/5 |
| 2/5 |
| 6/5 |
| Technique / Combat training | 1.00 |
| 8/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dead secrets | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 8/5 |
| Spell / Conveyance | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.40 |
| 1/5 |
| 6/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.50 |
| 5/5 |
| 7/5 |
| 7/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Blurred Mortality |
| talent | Meat Shield |
| talent | Uttercold |
| talent | Icy Talons |
| talent | Keen Senses |
| talent | Through The Crowd |
| talent | Necrotic Aura |
| talent | Frostdusk |
| talent | Will o' the Wisp |
| talent | Vampiric Gift |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Death Vortex |
| talent | River of Souls |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| beneficial effect | Increases physical save, spell save, and mental save by 30. Global speed increased by 9%. Through The Crowd |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Wake up and kill the dreaming horror boss 'Adigamina the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 23)You completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Xanatta the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 84)You completed the challenge and received: Random Artifact: Cuthurin (3 def, 8 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 101)You completed the challenge and received: Random Artifact: Nimbussage (47.5-76 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12)You completed the challenge and received: Random Artifact: Voidzephyr (7-9.8 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 36)You completed the challenge and received: Random Artifact: Boltgrind (2 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 45)You completed the challenge and received: Random Artifact: Blazeraze (39.5-55.3 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 57)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 63)You completed the challenge and received: Random Artifact: Voidrock (51.5-82.4 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 64)You completed the challenge and received: Random Artifact: Poryvea (3 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 65)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 73)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 74) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 79)You completed the challenge and received: Random Artifact: Eclipsemight (6-7.8 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 91)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 95)You completed the challenge and received: Random Artifact: Ravenjeer (0 def, 0 armour) | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 14)4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 38)0 / 4 demon spawn killed. | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 59)0 / 2 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 97)0 / 3 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 7) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 77)You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 78)You completed the challenge and received: Random Artifact: Cracklestalker (0 def, 4 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 81)You completed the challenge and received: Random Artifact: Blindgash (19.5-25.35 power, 7 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 98)You completed the challenge and received: Random Artifact: Dawngash (0 def, 6 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 15)Turns left: 0 You completed the challenge and received: Random Artifact: Haryrim (10 def, 3 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 37)Turns left: 0 You completed the challenge and received: Random Artifact: Phoenixfoe | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 76)Turns left: 0 You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 35)You completed the challenge and received: Random Artifact: Barkreeve (18 def, 34 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 39)You completed the challenge and received: Random Artifact: Gorisagorn (13-18.2 power, 3 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 4)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 54)You completed the challenge and received: Random Artifact: Madan of cure ailments [power 2] (7 cooldown) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 56)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 6)You completed the challenge and received: Random Artifact: Xithra | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 89)You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 100)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 16) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 30) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 31)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 58) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 66) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 75) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 80)You completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 99) | failed |
Leave the level in less than 102 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (102) (Level 18)Turns left: 22 You completed the challenge and received: Random Artifact: Aerubreriama (2 def, 4 armour) | done |
Leave the level in less than 174 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (174) (Level 88)Turns left: -1 | failed |
Leave the level in less than 177 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (177) (Level 9)Turns left: 39 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 180 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (180) (Level 82)Turns left: -1 | failed |
Leave the level in less than 204 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (204) (Level 93)Turns left: 33 You completed the challenge and received: Random Artifact: Skyguile (9 def, 16 armour) | done |
Leave the level in less than 213 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (213) (Level 55)Turns left: 13 You completed the challenge and received: Random Artifact: Fogweeper (42-50.4 power, 5 apr, physical element) | done |
Leave the level in less than 231 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (231) (Level 87)Turns left: 56 You completed the challenge and received: Random Artifact: Siliyarianor (15-18 power, 4 apr, lightning element) | done |
Leave the level in less than 510 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (510) (Level 60)Turns left: 63 You completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Brodosin (0 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +3% Changes stats: +3 Mag / +2 Wil Changes resistances penetration: +5% physical Silence immunity: +31% Confusion immunity: +28% Stun/Freeze immunity: +29% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 13 turns. A pair of boots made of leather. |
| Light source | dwarven lantern 'Kilnhash'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +3 Con Changes resistances: +6% fire Changes resistances penetration: +10% blight / +13% all Critical mult.: +9.00% Blindness immunity: +40% Confusion immunity: +30% Life regen: +0.40 Stamina each turn: +0.60 Light radius: +17 See stealth: +22 See invisible: +21 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Durusin the Firewolf (3 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +7 Defense: +3 (+1 eff.) Changes stats: +5 Str / +5 Wil / +7 Cun / +2 Con Changes resistances penetration: +25% fire Life regen: +0.20 Mana each turn: +2.60 Mana when hit: +3.00 Equilibrium when hit: +3.00 Psi when hit: +2.60 Hate when hit: +3.00 Maximum mana: +99.00 Spellpower: +9 (+2 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 15 power out of 30/30) : Effective talent level: 4.0 Power cost: 15 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 362.33 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 4.4 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 286.88 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 152.53 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 16 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| Around waist | Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 12 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Black Robe (6 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. This item has been sent to the Item's Vault. |
| Cloak | Yarifast the elven-silk cloak (3 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Armour: +8 Defense: +3 (+1 eff.) Damage when hit (Melee): 16 mind Changes resistances: +6% arcane / +12% acid Changes resistances penetration: +10% mind Critical mult.: +30.00% Stealth bonus: +9 Blindness immunity: +45% Poison immunity: +25% Disarm immunity: +20% Confusion immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | VoxRequires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. This item has been sent to the Item's Vault. |
Inventory
healing infusion (heal 50)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 303)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 and cleanse 1 wound and 1 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. |
This item will automatically be transmogrified when you leave the level.heroism infusion (+7 for 12 turns, die at -563) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -563 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (45 nature damage, 22% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 44.70 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (55 nature damage, 25% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 54.60 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
oxygen infusion of the sneak (stamina 243 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 243 stamina and air over 10 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 461 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 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 461 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. |
sun infusion of the titan (rad 5; power 66; turns 4; dispels 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 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vine lasso infusion of the titan (5 turns, 92 physical damage)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 5 turns. The grab will also deal 91.63 physical damage per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
acid wave rune of the sneak (311 acid damage; disarm 5 turns with power 70)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 unleash a wave of acid in a cone of radius 6, doing 311.19 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 70 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (248 cold damage; freeze 3 turns with power 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 247.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 66 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
enchantment rune of the duelist (+34 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 34 and adds 41 arcane damage to all your hits. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (429 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 428.59 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (429 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 142.94 to 428.81 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (618 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 206.08 to 618.25 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (278 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 92.72 to 278.17 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the sneak (331 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 24 Travel Speed: 600% of base Usage Speed: Spell (87% of a turn) Is: a spell Description: Fires a Magic Missile that does 331 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 14; power 40; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% 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 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. 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 sneak (range 18; power 55; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 13; power 43; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 16; power 58; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 14; power 41; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (87% 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 4 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 596 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 596 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 151)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: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 151 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 127)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: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 127 with a minimum range of 15. 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. |
teleportation rune of the titan (range 126)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 126 with a minimum range of 15. 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. |
teleportation rune of the wizard (range 153)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 153 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 9; dur 15; see animal)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: 26 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 32) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any animal around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 8; dur 19; see animal)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: 30 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 31) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any animal around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level.Falyrath the Lightningpride Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 42% chance to inflict 15% damage reduction Damage when hit (Melee): 28 lightning Changes stats: +10 Mag Changes resistances: +15% nature / +15% lightning Changes damage: +24% lightning / +18% nature / +9% darkness Amulets can have magical properties. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 4.0 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 292.52 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Harikor the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +18 (+6 eff.) Damage when hit (Melee): 20 blight Changes stats: +20 Lck Talent mastery: +0.40 Spell / Necrosis Physical save: +25 (+7 eff.) Spell save: +31 (+7 eff.) Mental save: +24 (+6 eff.) Mana each turn: +0.12 Mana when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Damage Shield penetration: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Porata the PrismjamPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Defense: +12 (+4 eff.) Fatigue: -9% Changes resistances cap: +7% all Changes damage: +15% blight / +15% fire / +15% light Critical mult.: +20.00% Physical save: +57 (+15 eff.) Life regen: +3.50 Stamina each turn: +0.40 Spellpower: +15 (+3 eff.) Healing mod.: +30% Amulets can have magical properties. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 25 power out of 80/80) : Effective talent level: 1.0 Power cost: 25 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
copper amulet of mastery (0.10 Spell / Reaper)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Spell / Reaper Amulets can have magical properties. |
gold amulet 'Aerubeth'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Damage (Melee): 8 light / 10 darkness Effects when hit in melee: * 9% chance to blind * 8% chance to inflict 15% damage reduction Damage when hit (Melee): 4 arcane Changes stats: +3 Wil Changes resistances: +8% physical Changes resistances cap: +4% all Changes damage: +7% light / +5% darkness Physical save: +10 (+3 eff.) Spell save: +12 (+3 eff.) Stamina each turn: +0.40 Amulets can have magical properties. |
stabilizing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% temporal Cut immunity: +50% Pinning immunity: +20% Knockback immunity: +29% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet 'Lisiyara'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +22 (+7 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +9 Str / +1 Cun / +12 Lck Changes resistances penetration: +15% mind / +15% physical Grants telepathy: Dragon Physical save: +10 (+3 eff.) Blindness immunity: +40% Life regen: +0.60 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +14 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Emynor the GaleblastInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +6% temporal / +37% fire / +6% cold Changes damage: +15% lightning / +14% fire Spell save: +42 (+9 eff.) Rings can have magical properties. |
EradigInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes stats: +9 Str / +10 Con Changes resistances: +15% blight / +6% temporal / +15% nature Critical mult.: +10.00% Mental save: +14 (+4 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +50% Mana when firing critical spell: +3.00 Rings can have magical properties. |
Infernofame the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +9 Dex Changes resistances: +34% lightning / +38% cold / +5% arcane Changes resistances penetration: +15% acid / +15% arcane Changes damage: +17% lightning / +19% cold / +6% arcane / +15% fire Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 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). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 15 power out of 30/30) : Effective talent level: 2.0 Power cost: 15 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, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
PhoenixfoePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +4 Wil / +2 Cun Changes resistances: +3% fire Changes resistances penetration: +5% arcane Blindness immunity: +30% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Infravision radius: +5 See stealth: +16 See invisible: +13 Damage Shield penetration: +20% Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
This item will automatically be transmogrified when you leave the level.Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Sameroddastir the DarkpainCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Physical power: +15 (+3 eff.) Armour: +24 Damage when hit (Melee): 12 fire Changes stats: +18 Str / +10 Dex / +10 Cun / +10 Con Changes resistances: +3% blight / +3% darkness Changes damage: +3% darkness Mental save: +23 (+6 eff.) Pinning immunity: +15% Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-10 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-7 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
This item will automatically be transmogrified when you leave the level.gladiator's copper ring of nature (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +5% all Life regen: +0.90 Maximum life: +54.00 Spellpower: +10 (+2 eff.) Mindpower: +9 (+2 eff.) Healing mod.: +15% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.painweaver's stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +15 Physical power: +17 (+4 eff.) Defense: +15 (+5 eff.) Changes damage: +8% all Spellpower: +17 (+3 eff.) Mindpower: +17 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring 'Arodor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Dex / +1 Mag / +5 Cun / +2 Con Changes damage: +6% arcane Spell save: +31 (+7 eff.) Blindness immunity: +20% Mana each turn: +0.04 Maximum stamina: +12.00 Infravision radius: +3 See stealth: +5 See invisible: +8 Rings can have magical properties. |
voratun ring 'Betona'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 50% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid Changes stats: +10 Cun / +9 Dex Changes resistances: +40% nature Changes damage: +20% nature / +3% acid Spell save: +10 (+2 eff.) Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
voratun ring 'Nightriver'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +12 Defense: +9 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str Changes resistances: +36% lightning / +12% blight / +3% acid Changes damage: +18% lightning Spell save: +3 (+0 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
voratun ring 'Nightsmasher'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +14 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +7 Str / +9 Dex / +7 Mag / +7 Wil / +8 Cun / +9 Con Changes resistances: +9% mind Changes resistances penetration: +5% darkness Changes damage: +9% mind Spellpower: +12 (+2 eff.) Rings can have magical properties. |
Eagle Talon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 lightning When wielded/worn: Talent mastery: +0.20 Wild-curse / Eagle aspect Critical mult.: +10.00% Global speed: +10% A curved and sharp blade, decorated with feathers. |
Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 20 power out of 50/50) : Effective talent level: 2.0 Power cost: 20 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.46 acid and 19.59 blight damage. If not cleared after five turns it will inflict 111.24 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Talent mastery: +0.20 Spell / Charnel Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.arcing voratun dagger of torment (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning When wielded/worn: Changes resistances penetration: +11% mind / +12% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming stralite dagger of corruption (27-35.1 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +14 fire Sharp, short and deadly. |
voratun dagger 'Sepsisoblivion' (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Burst (radius 1) on hit: +16 fire When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage when hit (Melee): 8 arcane Changes stats: +5 Str Changes damage: +12% light / +11% physical Critical mult.: +10.00% Stamina when hit: +2.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Sharp, short and deadly. |
Radhykan the Chargestinger (66-99 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 temporal / +4 arcane / +28 cold Burst (radius 1) on hit: +12 arcane When wielded/worn: Armour penetration: +42 Effects on melee hit: * 15% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +42% physical Changes damage: +42% physical Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Charblood (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Arcane Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% Damage (Melee): +72 insidious poison Burst (radius 1) on hit: +12 arcane When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Changes resistances: +7% arcane Changes resistances penetration: +21% acid / +10% temporal / +25% fire Changes damage: +12% temporal Critical mult.: +27.00% Life regen: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Nimbussage (47.5-76 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing * cripple the target Damage (Melee): +4 lightning / +12 fire Burst (radius 1) on hit: +4 lightning When wielded/worn: Armour penetration: +13 Physical crit. chance: +32.0% Physical power: +19 (+4 eff.) Changes stats: +2 Wil Changes resistances: +9% lightning / +6% blight Changes resistances penetration: +5% blight / +19% physical / +5% mind Changes damage: +3% blight / +17% physical / +3% lightning Mental save: +13 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.arcing voratun greatsword of massacre (83.5-133.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +23 lightning Massive two-handed swords. |
Hanosta the MurkpiercerRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Ammo reloads per turn: +6 Changes stats: +9 Mag Changes resistances penetration: +12% temporal / +12% physical Changes damage: +12% lightning / +12% temporal / +18% darkness / +14% physical Grants telepathy: Demon/Minor Demon/Major All Talent mastery: +0.30 Chronomancy / Bow Threading Light radius: +1 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Sparkspire the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +44 (+11 eff.) Physical crit. chance: +34.0% Changes resistances: +15% acid / +6% temporal Changes resistances penetration: +10% lightning / +5% acid Changes damage: +3% acid / +9% temporal Longbows are used to shoot arrows at your foes. |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
This item will automatically be transmogrified when you leave the level.swiftstrike elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 Travel speed: +200% Longbows are used to shoot arrows at your foes. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 124.98 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 15 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
This item will automatically be transmogrified when you leave the level.chilling voratun longsword of massacre (57-79.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +30 cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of massacre (57-79.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel longsword (23-32.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Disarm immunity: +25% Sharp, long, and deadly. |
voratun mace 'Balotorath' (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +20 fire When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Wil Changes resistances: +10% all Changes resistances penetration: +14% nature Changes damage: +6% blight / +6% arcane Grants telepathy: Dragon Infravision radius: +3 Blunt and deadly. |
voratun mace 'Dawnorder' (46-64.4 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * 20% chance to torment the target Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Changes resistances penetration: +13% acid / +10% blight / +15% mind / +15% darkness Changes damage: +6% light / +3% arcane Spell save: +39 (+9 eff.) Life regen: +2.50 Mana each turn: +0.16 Spellpower: +2 (+0 eff.) Blunt and deadly. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 30 power out of 60/60) : Effective talent level: 1.0 Power cost: 30 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Wolf Moon (30-33 power, 40 apr, nature damage)Requires: - Cunning 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 30.0 - 33.0 Uses stats: 20% Wil, 60% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% darkness When wielded/worn: Changes stats: +9 Cun Changes resistances: +25% light / +25% darkness Talent masteries: +0.20 Wild-curse / Wolf aspect +0.20 Celestial / Hymns Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Infravision radius: +5 Talent on hit(nature): Moonlight Ray (10% chance level 5). This mindstar reminds you of the colour of a rising moon, or a wolf's eyes. Touching it makes you want to howl to the moon. |
This item will automatically be transmogrified when you leave the level.dreamer's living mindstar of storms (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +20% lightning / +24% mind Changes resistances penetration: +19% lightning Changes damage: +19% lightning Mental save: +10 (+3 eff.) Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Cuthigorn' (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 arcane When wielded/worn: Changes stats: +10 Cun Changes resistances: +10% blight Changes resistances penetration: +10% mind Changes damage: +10% nature Critical mult.: +48.00% Disease immunity: +18% Maximum psi: +20.00 Mindpower: +22 (+5 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's living mindstar of sand (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 physical Changes resistances: +10% blight / +17% physical Changes resistances penetration: +20% physical Changes damage: +8% nature / +19% physical Disease immunity: +24% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. dwarven-steel ritual blade of lifedrinking (15-19.5 power, 7 apr)dwarven-steel ritual blade of lifedrinking (15-19.5 power, 7 apr) Requires: - Magic 20 - Dexterity 20 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Vim when firing critical spell: +3.00 Spell crit. chance: +6% Life leech chance: +8% Life leech: +9% Sharp, short and deadly. |
voratun ritual blade 'Xerogatha' (24-31.2 power, 21 apr) voratun ritual blade 'Xerogatha' (24-31.2 power, 21 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 5 Base power: 24.0 - 31.2 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * confuses the target with your spellpower as confusion strength for 4 turns Damage Shield penetration (this weapon only): +40% When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Damage when hit (Melee): 8 temporal Changes stats: +6 Mag / +8 Cun / +8 Con Changes resistances penetration: +31% mind / +10% temporal Mental save: +12 (+3 eff.) Stun/Freeze immunity: +20% N.Energy each turn: +0.20 Only die when reaching: -100.00 life Maximum vim: +28.00 Maximum neg.energy: +40.00 Spell crit. chance: +10% Talent on hit(spell): Mind Sear (10% chance level 4). Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. channeller's steel sceptre of force (11-15.4 power, 3 apr)channeller's steel sceptre of force (11-15.4 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +23 physical When wielded/worn: Changes damage: +14% physical Mana each turn: +0.22 Spellpower: +18 (+3 eff.) It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 15 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. glorious iron sceptre of dissolution (11-15.4 power, 2 apr)glorious iron sceptre of dissolution (11-15.4 power, 2 apr) Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 2). Damage conversion: 13% corrosive acid When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +12% acid Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +3 (+0 eff.) Spell crit. chance: +7% Blunt and deadly. |
glowing iron sceptre of lightning (10-14 power, 2 apr) glowing iron sceptre of lightning (10-14 power, 2 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 10.0 - 14.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +12 lightning When wielded/worn: Changes damage: +11% lightning Mana each turn: +0.12 Spellpower: +3 (+0 eff.) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 101.80 light damage. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. royal steel sceptre of force (11-15.4 power, 3 apr)royal steel sceptre of force (11-15.4 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +23 physical When wielded/worn: Armour: +6 Armour Hardiness: +6% Changes resistances: +9% blight / +9% physical Changes damage: +14% physical Life regen: +1.10 Spellpower: +6 (+1 eff.) Healing mod.: +15% Blunt and deadly. |
Boruleg the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +3 Mag Changes resistances penetration: +31% blight / +15% arcane Changes damage: +26% arcane Stamina each turn: +1.60 Maximum vim: +50.00 Spellpower: +14 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Elenimadudor the BleakwaspRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +4 Cun / +7 Str Changes resistances penetration: +15% darkness / +19% physical Changes damage: +12% mind / +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Damage Shield penetration: +60% Slings are used to hurl stones or metal shots at your foes. |
Betharemira the dragonbone magestaff (46-55.2 power, 6 apr, cold element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 46.0 - 55.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +17 physical When wielded/worn: Accuracy: +37 (+10 eff.) Physical crit. chance: +18.0% Physical power: +10 (+2 eff.) Armour: +4 Defense: +13 (+4 eff.) Effects on melee hit: * 19% chance to blind Changes stats: +2 Dex Changes resistances: +3% lightning Changes damage: +3% physical / +30% cold Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower: +24 (+5 eff.) Spell crit. chance: +8% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 101.80 light damage. Staves designed for wielders of magic, by the greats of the art. |
Deepsprophet of the Blightspawn (42-50.4 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 5). Burst (radius 1) on hit: +12 blight When wielded/worn: Armour: +10 Defense: +11 (+4 eff.) Effects on melee hit: * 16% chance to disease Damage when hit (Melee): 8 light Maximum wards: +3 darkness Changes resistances penetration: +10% temporal Changes damage: +42% darkness Talents granted: +1 Command Staff +5 Ward Vim when firing critical spell: +5.00 Maximum vim: +32.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Talent on hit(spell): Netherblast (20% chance level 5). Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Layalrakira (49-58.8 power, 6 apr, temporal element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 49.0 - 58.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 acid / +20 physical When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +13.0% Changes stats: +4 Mag / +5 Cun / +7 Con Changes resistances: +6% lightning / +9% darkness Changes damage: +30% temporal Talent granted: +1 Command Staff Maximum encumbrance: +30 Spell save: +20 (+5 eff.) Life regen: +1.80 Maximum stamina: +30.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Infravision radius: +2 Movement speed: +20% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Obsidianfiend (42-50.4 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Melee): +12 fire / +12 darkness When wielded/worn: Damage (Melee): 23 fire Damage when hit (Melee): 12 temporal Changes resistances: +15% darkness / +15% temporal Changes damage: +12% temporal / +42% arcane / +9% fire Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +29 (+6 eff.) Spell crit. chance: +5% See invisible: +20 Defense after a teleport: +35 Resist all after a teleport: +23% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +21 Staves designed for wielders of magic, by the greats of the art. |
Staff of Domination (40-48 power, 12 apr, mind element)Requires: - Willpower 40 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 60% Mag, 60% Wil Damage type: Mind Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes damage: +30% mind Talent masteries: +0.20 Cursed / Punishments +0.20 Psionic / Focus +0.20 Spell / Illusion +0.20 Psionic / Psychic Assault Mana when firing critical spell: +10.00 Psi when firing a critical mind attack: +5.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +10% Mindpower: +30 (+7 eff.) Mental crit. chance: +10% This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
Telos's Staff (Top Half) (35-42 power, 0 apr, fire element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.cruel ash starstaff of breaching (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +8% temporal Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Gofang' (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 arcane When wielded/worn: Defense: +28 (+9 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 11 % chance of confusion Changes stats: +3 Dex Changes resistances penetration: +15% blight / +5% physical Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +6.00% Mental save: +6 (+2 eff.) Disease immunity: +5% Life regen: +0.60 Spellpower: +33 (+6 eff.) Spell crit. chance: +30% Damage Shield penetration: +50% It can be used to unleash an elemental blastwave, dealing 99.03 to 118.83 acid damage in a radius 6 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Lisemita' (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Dex Changes damage: +30% blight Talents granted: +1 Dual Staff +1 Command Staff Spell save: +20 (+5 eff.) Life regen: +0.40 Mana each turn: +0.37 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +51 (+10 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 15 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding elm vilestaff (10-12 power, 2 apr, blight element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +10% blight Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +8 (+1 eff.) Spell crit. chance: +1% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.orite trident (40-64 power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Dawnbolt the voratun waraxe (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 light When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances: +12% nature Changes resistances penetration: +17% acid / +17% cold / +16% fire / +10% nature / +13% lightning Changes damage: +9% nature / +12% light One-handed war axes. |
Gilorath the voratun waraxe (51-71.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +12 Physical crit. chance: +3.0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Str / +4 Con Changes resistances penetration: +15% physical Life regen: +0.80 Maximum stamina: +10.00 Healing mod.: +5% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe of projection (19-26.6 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) One-handed war axes. |
voratun waraxe 'Turydan' (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +15 blight When wielded/worn: Armour penetration: +15 Changes stats: +3 Str / +2 Cun / +2 Con Changes resistances: +9% acid / +6% light / +12% nature Changes resistances penetration: +15% physical Changes damage: +15% physical Reduces incoming crit damage: 15.00% Disease immunity: +35% One-handed war axes. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 10 power out of 20/20) : Effective talent level: 2.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
This item will automatically be transmogrified when you leave the level.cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Emelywe' (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +18 (+6 eff.) Changes stats: +6 Mag / +4 Wil Changes resistances: +4% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +28 (+8 eff.) Spell save: +15 (+3 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +0.04 Only die when reaching: -50.00 life Maximum mana: +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Velubeth' (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 26 blight Changes resistances: +12% lightning / +12% darkness / +6% acid / +14% blight / +12% fire / +12% cold / +12% light Changes damage: +3% blight / +17% all Physical save: +50 (+13 eff.) Spell save: +36 (+8 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +10% Knockback immunity: +5% Only die when reaching: -80.00 life Spellpower: +20 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 16 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Gydohek the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +5 Fatigue: +4% Changes stats: +10 Str / +4 Dex / +4 Cun / +11 Con Changes resistances: +6% blight Changes damage: +13% physical Grants telepathy: Humanoid/Orc Physical save: +15 (+5 eff.) Spell save: +12 (+3 eff.) Mental save: +18 (+5 eff.) Disarm immunity: +20% Confusion immunity: +20% Maximum life: +20.00 Maximum hate: +2.00 Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
The Warped Boots (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 5 power out of 50/50) : Effective talent level: 3.0 Power cost: 5 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 350.82 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of evasion (19 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+6 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of drakeskin leather boots of disengagement (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +44% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.naturalist's voratun gauntlets of dexterity (+6) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Damage (Melee): 13 nature Changes stats: +6 Dex Changes resistances: +10% nature Changes damage: +10% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Bregyrand (3 def, 6 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +1 Str / +8 Mag / +12 Con Changes resistances: +5% arcane / +28% fire Changes resistances penetration: +10% arcane Changes damage: +10% acid / +11% lightning / +10% cold / +35% arcane / +34% fire Life regen: +0.40 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 7.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 31 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+4 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 15 power out of 50/50) : Effective talent level: 2.0 Power cost: 15 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 98.81 fire and 107.87 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 15 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Salusetta the cashmere wizard hat (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Damage when hit (Melee): 12 acid Changes stats: +5 Mag / +5 Wil / +1 Cun / +3 Con Changes damage: +14% arcane Mental save: +9 (+2 eff.) Equilibrium when hit: +0.04 Maximum mana: +38.00 Spellpower: +5 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Stone Wall, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 161.09 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Xisera the Flashgrind (5 def, 16 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 10% chance to disease Changes resistances: +24% acid / +10% physical / +9% blight / +15% cold / +6% fire Changes resistances penetration: +20% blight / +10% fire Changes damage: +18% fire Allows you to breathe in: water Physical save: +25 (+7 eff.) Life regen: +4.00 Maximum life: +96.00 Healing mod.: +24% A suit of armour made of mail. |
Darkblur the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +19% light / +22% darkness Changes damage: +18% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 6 power out of 12/12) : Effective talent level: 5.0 Power cost: 6 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 335.18 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of Toknor (15 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Dex Critical mult.: +20.00% Physical save: +20 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's reinforced leather armour of cold resistance (11 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +8 Dex Changes resistances: +27% cold Physical save: +16 (+5 eff.) A suit of armour made of leather. |
Taintmaster the quiver of dragonbone arrows (21/47, 94.5-132.3 power, 32 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 94.5 - 132.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +3.0% Capacity: 47 Turns elapse between self-loadings: 0 On weapon hit: * 40% chance to daze at end of turn * Slows global speed by 48% * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +30 physical / +30 temporal / +24 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.hateful quiver of elven-wood arrows of amnesia (18/18, 43.5-60.9 power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +30 darkness Damage against: +15% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of ash arrows of paradox (16/16, 21-29.4 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 14% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Damage (Ranged): +17 temporal / +44 physical Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Sootdash' (21/21, 55-77 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 21 On weapon hit: * 44% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Ranged): +30 cold / +12 arcane Burst (radius 1) on hit: +8 darkness / +33 fire Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1029 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
17 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eilinurebeth the voratun pickaxe (dig speed 9 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +5 Dex / +2 Wil Changes damage: +15% mind / +15% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +15 (+4 eff.) Movement speed: +10% Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.Lightcrack (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 16 acid / 16 light Changes stats: +1 Str Changes resistances: +6% acid / +17% nature / +28% light Changes resistances penetration: +15% nature / +15% light Changes damage: +6% nature Light radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2019 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere, costing 1 power out of 2018/2019. A set of 2019 tiny explosive spheres. |
13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Garion the SulfurwarInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% acid Changes damage: +9% nature Physical save: +15 (+5 eff.) Blindness immunity: +45% Confusion immunity: +25% Pinning immunity: +30% Stun/Freeze immunity: +10% Maximum life: +79.00 Light radius: +10 See stealth: +25 See invisible: +25 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 2.2 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (160 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 20 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +4 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. |
watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +25% Confusion immunity: +15% Light radius: +8 See stealth: +7 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 4.4 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 8 power out of 25/25) : Effective talent level: 5.0 Power cost: 8 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 575.52 fire damage (based on Magic), costing 25 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Zalesta the Bloomsting [power 143] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +15% nature Critical mult.: +5.00% Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Delenarirach' [power 111] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +7 Cun / +3 Wil Maximum wards: +1 physical / +3 mind / +3 darkness Talent granted: +1 Ward Light radius: +3 Heals friendly targets nearby when you use a nature summon: +50 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 111 for 7 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield 'Boraduhir' [power 137] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% blight Talent cooldown: Silence (-3 turns) Talent granted: +11 Silence Vim when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 137 for 7 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of psychoportation [power 45] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 45), putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Adusemira the Boltwhisper [power 5] (5 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% lightning Changes damage: +15% lightning / +18% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +5 Lay Web It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
Forestwreath [power 192] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +6% nature Maximum wards: +3 acid / +4 nature / +3 light Changes resistances penetration: +10% nature Changes damage: +6% darkness Talent cooldown: Lay Web (-1 turn) Talents granted: +3 Lay Web +1 Ward It can be used to heal a target within range 10 (based on Willpower) for 192, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Islalrawen the elven-wood totem of thorny skin [power 53] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% light / +15% blight Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spell save: +3 (+0 eff.) It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60%, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 equilibrium. 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
Nightnigh [power 80] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% arcane / +6% darkness Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +10% arcane / +25% darkness Changes damage: +6% darkness Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70%, putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Splendourmight the elm totem of healing [power 82] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 34% chance to blind Changes resistances: +12% light / +6% fire Changes resistances penetration: +25% light Changes damage: +30% light / +15% fire Light radius: +3 It can be used to heal a target within range 10 (based on Willpower) for 82, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 equilibrium. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 18 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of thorny skin 'Gekira' [power 53] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +1 Changes stats: +2 Dex Changes resistances: +5% physical Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web Only die when reaching: -40.00 life It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60%, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
14 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Spidersin [power 295] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 41% Damage when hit (Melee): 20 nature Changes resistances: +9% darkness / +9% cold Changes resistances penetration: +25% nature Reduces incoming crit damage: 15.00% Cut immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +25% It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of firewall 'Dazzlewedge' [power 109] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% light Changes damage: +3% light Mental crit. chance: +2% Light radius: +2 It can be used to creates a wall of flames lasting 4 turns (dealing 119 fire damage overall), putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of conjuration [power 157] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled yew wand of clairvoyance [power 11] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +7.00 It can be used to reveal the area around you, dispelling darkness (radius 11, power 91 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled yew wand of conjuration [power 235] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +8.00 It can be used to fire a bolt of a random element with (base) damage 118 to 235, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration 'Ragofang' [power 427] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% blight / +6% light / +6% darkness Maximum wards: +10 lightning / +9 temporal / +9 blight / +9 fire / +9 cold Talent granted: +2 Ward Physical save: +6 (+2 eff.) Confusion immunity: +5% It can be used to fire a bolt of a random element with (base) damage 214 to 427, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of trap destruction [power 20] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (20 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
19 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Nuruhuin the Lich Necromancer level 29
13rd Dusk 122nd year of Ascendancy at 12:46 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Nuruhuin the Lich Necromancer level 43
48th Dusk 122nd year of Ascendancy at 04:10 see stats
Exterminator
Killed 1000 creatures.By Nuruhuin the Cornac Necromancer level 22
10th Flare 122nd year of Ascendancy at 14:12 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Nuruhuin the Cornac Necromancer level 12
8th Mirth 122nd year of Ascendancy at 13:05 see stats
Infinite x100
Got to level 100 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 87
78th Haze 122nd year of Ascendancy at 22:56 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Nuruhuin the Cornac Necromancer level 24
4th Dusk 122nd year of Ascendancy at 18:34 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 32
25th Dusk 122nd year of Ascendancy at 03:14 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 41
43rd Dusk 122nd year of Ascendancy at 00:47 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 51
67th Dusk 122nd year of Ascendancy at 12:59 see stats
Infinite x60
Got to level 60 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 59
9th Haze 122nd year of Ascendancy at 12:25 see stats
Infinite x70
Got to level 70 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 66
25th Haze 122nd year of Ascendancy at 05:00 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 72
43rd Haze 122nd year of Ascendancy at 05:47 see stats
Infinite x90
Got to level 90 of the infinite dungeon.By Nuruhuin the Lich Necromancer level 78
59th Haze 122nd year of Ascendancy at 00:52 see stats
Level 10
Got a character to level 10.By Nuruhuin the Cornac Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 16:31 see stats
Level 20
Got a character to level 20.By Nuruhuin the Cornac Necromancer level 20
7th Flare 122nd year of Ascendancy at 17:48 see stats
Level 30
Got a character to level 30.By Nuruhuin the Lich Necromancer level 30
16th Dusk 122nd year of Ascendancy at 20:10 see stats
Level 40
Got a character to level 40.By Nuruhuin the Lich Necromancer level 40
40th Dusk 122nd year of Ascendancy at 03:22 see stats
Level 50
Got a character to level 50.By Nuruhuin the Lich Necromancer level 50
60th Dusk 122nd year of Ascendancy at 23:50 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Nuruhuin the Cornac Necromancer level 25
7th Dusk 122nd year of Ascendancy at 02:41 see stats
Size is everything
Did over 1500 damage in one attack.By Nuruhuin the Lich Necromancer level 70
35th Haze 122nd year of Ascendancy at 22:23 see stats
Size matters
Did over 600 damage in one attack.By Nuruhuin the Lich Necromancer level 30
18th Dusk 122nd year of Ascendancy at 23:37 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nuruhuin the Lich Necromancer level 29
13rd Dusk 122nd year of Ascendancy at 05:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nuruhuin the Cornac Necromancer level 17
4th Flare 122nd year of Ascendancy at 07:54 see stats
Log
Ran for 153 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 100 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 100 turns (stop reason: at exit).
Will o' the wisp deactivates Through The Crowd.
Will o' the wisp deactivates Through The Crowd.
Nuruhuin deactivates Keen Senses.
Nuruhuin deactivates Vampiric Gift.
Nuruhuin deactivates Frostdusk.
Nuruhuin deactivates Premonition.
Nuruhuin deactivates Icy Talons.
Nuruhuin deactivates Defensive Posture.
Nuruhuin deactivates River of Souls.
The spirits from Nuruhuin cease.
Nuruhuin deactivates Necrotic Aura.
Nuruhuin deactivates Death Vortex.
The necrotic vortex surrounding Nuruhuin dissipates.
Nuruhuin deactivates Will o' the Wisp.
Nuruhuin deactivates Blurred Mortality.
Nuruhuin deactivates Meat Shield.
Nuruhuin deactivates Uttercold.
Nuruhuin deactivates Through The Crowd.
































































































































































































