Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 30 / 95% |
Size | big |
Lifes / Deaths | Killed by Nerulravena the umber hulk at level 22 on the 48th Regrowth 123rd year of Ascendancy at 05:09 / 2Killed by Mayedhemina the corrupted dendritic hemospinner at level 30 on the 32nd Haze 123rd year of Ascendancy at 07:55 |
Primary Stats
Strength | 117 (base 39) |
Dexterity | 56 (base 30) |
Constitution | 75 (base 46) |
Magic | 38 (base 10) |
Willpower | 26 (base 10) |
Cunning | 50 (base 27) |
Resources
Life | -145/1213 |
Stamina | 165/227 |
Healing Factor | 1.859557823378 |
Regeneration | 33.586025804098 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 45.595095619122 |
See Invisible | 41.595095619122 |
Offense: Mainhand
Damage | 141 |
Accuracy | 42 |
Crit Chance | 19% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Physical | +8% |
Nature | +8% |
Arcane | +5% |
Darkness | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Lightning | +7% |
Physical | +15% |
Cold | +11% |
All | 0% |
Defense: Base
Armour (hardiness) | 76.511077022661 (94.749889547741%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 36 |
Mental Save | 26 |
Defense: Resistances
Acid | -7%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 10%( 70%) |
All | + 7%( 70%) |
Lightning | + 20%( 70%) |
Light | + 24%( 70%) |
Physical | + 37%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Stun Resistance | 30% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 30% |
Poison Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (4/4)
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 529 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: EtherealUse 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 47% faster, and you are invisible (power 16). Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Lisona the forest wight. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by orc necromancer. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by thought-forged bowman. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Cyrunne the midge swarm. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 292. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xeralaith the pair of dwarven-steel boots (25 def, 10 armour) Xeralaith the pair of dwarven-steel boots (25 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +10 Defense: +25 (+8 eff.) Fatigue: +3% Changes resistances: +3% blight / +5% arcane / +12% light Reduces incoming crit damage: 5.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | preserving alchemist's lamp of the moons preserving alchemist's lamp of the moonsPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% light / +8% blight Changes damage: +6% darkness Damage affinity(heal): +5% darkness Life regen: +5.00 Light radius: +4 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 113.52 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | dwarven-steel gauntlets of spellstriking (0 def, 2 armour) dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +3% arcane Changes damage: +5% arcane Spellpower: +4 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Pitchwisp the ash wand of shielding [power 200] (17 cooldown) Pitchwisp the ash wand of shielding [power 200] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Mag Changes resistances: +3% physical Changes resistances penetration: +20% darkness / +15% physical It can be used to create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold ring 'Duvendur' gold ring 'Duvendur'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Cun / +9 Mag Spell save: +10 (+4 eff.) Blindness immunity: +29% Spellpower: +9 (+5 eff.) Infravision radius: +4 See stealth: +12 See invisible: +8 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 4.0 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (135). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | voratun mace 'Stormbreeze' (45-63 power, 6 apr) voratun mace 'Stormbreeze' (45-63 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 nature Damage (radius 2) on crit: +27 lightning / +24 cold When wielded/worn: Changes stats: +7 Str / +8 Dex / +7 Mag / +7 Wil / +13 Cun / +6 Con Changes resistances: +10% blight Changes resistances penetration: +7% lightning / +11% cold Changes damage: +3% lightning Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +15 (+6 eff.) Movement speed: +32% Blunt and deadly. It was hardened by the digestive sack. |
Around waist | Adytira the rough leather belt Adytira the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +1 Cun Changes resistances: +3% cold Physical save: +3 (+1 eff.) Life regen: +2.80 Stamina each turn: +2.00 Healing mod.: +11% A belt that goes around your waist. |
In off hand | crackling stralite shield of physical resistance (+14%) (0 def, 8 armour, 54-65 power, 142 block) crackling stralite shield of physical resistance (+14%) (0 def, 8 armour, 54-65 power, 142 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.0 - 64.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 Damage (Melee): +14 lightning When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 12 lightning Changes stats: +3 Dex Changes resistances: +14% lightning / +14% physical Talent granted: +1 Block Handheld deflection devices. |
Cloak | Getelin the cashmere cloak (32 def, 4 armour) Getelin the cashmere cloak (32 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +32 (+9 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +3 Con Physical save: +6 (+1 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; lightning, physical, darkness, fire, arcane, nature) Prismatic Rune (6 turns; lightning, physical, darkness, fire, arcane, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 darkness, 4 fire, 5 arcane, 3 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. acid wave rune (damage 68; dur 4; cd 18)acid wave rune (damage 68; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 68.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 18; cd 14) blink rune (range 5; phase 18; cd 14)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: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 7; phase 20; cd 14) blink rune of the titan (range 7; phase 20; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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 spell talent. |
shatter afflictions rune of the warrior (absorb 137; cd 19) shatter afflictions rune of the warrior (absorb 137; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shielding rune (absorb 244; dur 5; cd 16) shielding rune (absorb 244; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 create a protective shield absorbing at most 244 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 404; dur 5; cd 18) shielding rune of the duelist (absorb 404; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 221; dur 6; cd 14) shielding rune of the wizard (absorb 221; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 221 damage for 6 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 spell talent. |
stormshield rune (threshold 41; blocks 5; dur 4; cd 15) stormshield rune (threshold 41; blocks 5; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 24; cd 11) teleportation rune (range 24; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 143; cd 11) teleportation rune of the duelist (range 143; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Betywen the Brandkiller Betywen the BrandkillerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Fatigue: -6% Damage when hit (Melee): 6 fire Changes stats: +3 Str Physical save: +12 (+3 eff.) Life regen: +2.00 Stamina each turn: +2.00 Only die when reaching: -40.00 life Amulets make your neck look great! |
Blazecut the gold amulet Blazecut the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +2 Dex / +8 Mag Changes resistances: +9% lightning Changes damage: +9% lightning / +15% acid Life regen: +3.00 Infravision radius: +3 Amulets make your neck look great! |
Bloomhack the gold amulet Bloomhack the gold amuletInfused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +7 Lck / +3 Wil Changes resistances: +6% acid / +12% cold / +15% blight / +6% fire / +16% nature / +3% lightning Changes resistances penetration: +15% nature Mental save: +10 (+5 eff.) Poison immunity: +34% Disease immunity: +31% Confusion immunity: +13% Mindpower: +8 (+4 eff.) Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Brightguile the steel amulet Brightguile the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +6 Str / +3 Dex / +2 Cun Changes damage: +7% blight / +14% fire / +15% light Critical mult.: +13.00% Reduces incoming crit damage: 15.00% Spellpower: +7 (+4 eff.) Light radius: +2 Amulets make your neck look great! |
Chilltouch ChilltouchInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun / +3 Wil Changes resistances: +12% cold Mental save: +6 (+3 eff.) Maximum stamina: +30.00 Mindpower: +15 (+6 eff.) Amulets make your neck look great! |
Getyharaharantir GetyharaharantirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances penetration: +10% acid / +10% blight Critical mult.: +20.00% Psi when hit: +0.16 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +3% Amulets make your neck look great! |
Glelramina the steel amulet Glelramina the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% arcane Changes damage: +5% temporal / +5% light / +6% physical / +12% mind / +5% darkness Life regen: +4.00 Only die when reaching: -80.00 life Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Amulets make your neck look great! |
Maneldir ManeldirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +10 Changes resistances: +11% lightning / +6% temporal / +5% arcane Changes resistances penetration: +10% mind Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +23% Life regen: +4.00 Amulets make your neck look great! |
Olychik the gold amulet Olychik the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +11 (+3 eff.) Changes stats: +3 Mag / +1 Cun / +8 Lck Changes resistances: +6% mind / +1% physical Spell save: +3 (+1 eff.) Stun/Freeze immunity: +10% Light radius: +3 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Salowe SaloweInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +7 (+2 eff.) Fatigue: -5% Changes stats: +5 Lck / +4 Dex Critical mult.: +11.00% Life regen: +2.00 Infravision radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
gold amulet 'Lighttickler' gold amulet 'Lighttickler'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +1 Mag Changes resistances: +14% lightning / +18% temporal / +3% light Changes resistances penetration: +10% nature Changes damage: +6% acid / +9% light / +6% fire / +6% lightning / +5% cold Pinning immunity: +29% Stun/Freeze immunity: +35% Knockback immunity: +30% Spellpower: +3 (+2 eff.) Spell crit. chance: +5% Light radius: +2 Amulets make your neck look great! |
grounding steel amulet of constitution (+2) grounding steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
grounding steel amulet of healing grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Cut immunity: +50% Stun/Freeze immunity: +24% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
insulating gold amulet of mastery (0.26 Technique / Combat veteran) insulating gold amulet of mastery (0.26 Technique / Combat veteran)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% fire / +10% cold Talent mastery: +0.26 Technique / Combat veteran Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3) stabilizing steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +24% Amulets make your neck look great! |
steel amulet 'Darkcrack' steel amulet 'Darkcrack'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +2 Str / +4 Wil Changes resistances: +6% light / +6% physical Changes resistances penetration: +5% light Stamina each turn: +0.30 Amulets make your neck look great! |
steel amulet 'Olitir' steel amulet 'Olitir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +5 Cun Changes resistances: +6% nature / +12% light Changes damage: +8% blight / +8% fire Critical mult.: +12.00% Cut immunity: +20% Knockback immunity: +10% Spellpower: +8 (+4 eff.) Mental crit. chance: +3% Amulets make your neck look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ereloduthel the steel ring Ereloduthel the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Con Changes resistances: +6% cold Physical save: +6 (+1 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.16 See invisible: +3 Rings make your fingers look great! |
Falotar the steel ring Falotar the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes damage: +15% blight Reduces incoming crit damage: 5.00% Disarm immunity: +20% Stun/Freeze immunity: +25% Life regen: +3.00 Mana each turn: +0.08 Maximum mana: +80.00 Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Silidhethra SilidhethraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Wil Critical mult.: +20.00% Disarm immunity: +25% Pinning immunity: +26% Knockback immunity: +27% Maximum life: +32.00 Mindpower: +20 (+8 eff.) See invisible: +9 Rings make your fingers look great! |
Umbranigh the steel ring Umbranigh the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 arcane / 2 temporal Changes stats: +4 Mag Changes resistances: +9% temporal Changes resistances penetration: +10% darkness Maximum encumbrance: +28 Vim when firing critical spell: +2.00 Rings make your fingers look great! |
Xodhenor the copper ring Xodhenor the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +2 Wil Changes resistances penetration: +25% acid Changes damage: +9% acid Stun/Freeze immunity: +22% Life regen: +2.00 Infravision radius: +2 Rings make your fingers look great! |
marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
mule's copper ring of fire (+20%) mule's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +23 Rings make your fingers look great! |
pixie's copper ring of tenacity pixie's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Mag Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +21.00 Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's gold ring of pilfering psionicist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes stats: +5 Wil Mental save: +10 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump 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 make your fingers look great! |
psionicist's steel ring of corrosion (+22%) psionicist's steel ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +8 (+4 eff.) Rings make your fingers look great! |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +26% Life regen: +1.00 Rings make your fingers look great! |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +10 (+5 eff.) Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring 'Burain' steel ring 'Burain'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil / +2 Con Changes resistances penetration: +10% mind Spell save: +11 (+5 eff.) Maximum stamina: +15.00 Mindpower: +30 (+11 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +6.00 Maximum life: +47.00 Healing mod.: +11% Rings make your fingers look great! |
steel ring of lightning (+22%) steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings make your fingers look great! |
treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature / +8% blight Poison immunity: +12% Disease immunity: +15% Rings make your fingers look great! |
warrior's steel ring of fire (+22%) warrior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
warrior's steel ring of sensing warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +26% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings make your fingers look great! |
Glowhacker the dwarven-steel longsword (23-32 power, 4 apr) Glowhacker the dwarven-steel longsword (23-32 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 Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 light When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances penetration: +25% mind Changes damage: +3% light Mental save: +9 (+4 eff.) Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+12 eff.) Maximum psi: +20.00 Mindpower: +14 (+6 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Eye of Summer (8-9 power, 18 apr, fire damage) Eye of Summer (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+5 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
This item will automatically be transmogrified when you leave the level. hateful living mindstar of sand (16-17 power, 40 apr, mind damage)hateful living mindstar of sand (16-17 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 8 physical Changes resistances: +7% physical Changes resistances penetration: +4% physical / +10% mind / +9% darkness Changes damage: +14% physical / +18% mind / +18% darkness Talent granted: +1 Attune Mindstar Maximum hate: +6.00 Mindpower: +10 (+5 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. |
This item will automatically be transmogrified when you leave the level. void walker's dragonbone magestaff of greater warding (30-36 power, 6 apr, arcane element)void walker's dragonbone magestaff of greater warding (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Changes resistances: +14% darkness / +10% temporal Maximum wards: +3 arcane Changes damage: +30% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Defense after a teleport: +11 Resist all after a teleport: +20% New effects duration reduction after a teleport: +23% Staves designed for wielders of magic, by the greats of the art. |
Arobrethra ArobrethraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +15 (+5 eff.) Changes resistances: +9% lightning Mental save: +15 (+7 eff.) Confusion immunity: +10% Spellpower: +3 (+2 eff.) A belt that goes around your waist. |
Belotha the rough leather belt Belotha the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +1 Wil Changes damage: +12% arcane Stealth bonus: +6 Mana when firing critical spell: +2.00 A belt that goes around your waist. |
Cracklesmash CracklesmashInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 lightning Changes resistances: +9% lightning / +7% temporal / +9% darkness / +6% acid Changes damage: +12% lightning A belt that goes around your waist. |
Daypall the hardened leather belt Daypall the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 nature / 4 light / 2 darkness Changes resistances: +6% darkness Changes damage: +12% light Maximum life: +48.00 Light radius: +2 A belt that goes around your waist. |
Emelitira EmelitiraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +6 Mag Changes resistances: +9% lightning / +6% cold / +5% arcane Cut immunity: +20% Silence immunity: +20% Mana each turn: +0.31 Only die when reaching: -60.00 life Maximum mana: +42.00 A belt that goes around your waist. |
Ragigorn the hardened leather belt Ragigorn the hardened leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +7 Wil Changes resistances penetration: +20% mind Maximum encumbrance: +29 Mental save: +15 (+7 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +55.00 Spellpower: +5 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Isawyn' hardened leather belt 'Isawyn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +3% temporal / +9% darkness / +8% fire / +14% cold / +9% lightning Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +20% A belt that goes around your waist. |
hardened leather belt 'Sootpride' hardened leather belt 'Sootpride'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +5 Str / +1 Con Changes resistances: +8% fire / +6% darkness / +8% cold Changes damage: +9% darkness / +9% cold A belt that goes around your waist. |
noble's hardened leather belt of shielding noble's hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Cun / +5 Wil Damage against: +25% Summoned Reduced damage from: +20% Summoned It can be used to create a temporary shield that absorbs 194 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
noble's hardened leather belt of the vagrant noble's hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +5 Cun / +2 Con Damage against: +23% Summoned Reduced damage from: +24% Summoned Mental save: +7 (+3 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Blindnull' rough leather belt 'Blindnull'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +9% cold Changes resistances penetration: +10% cold Changes damage: +9% darkness Physical save: +6 (+1 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
spiritwalker's hardened leather belt spiritwalker's hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.21 Maximum mana: +28.00 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Radhikhad the cashmere cloak (2 def, 0 armour) Radhikhad the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +27% blight / +15% nature / +12% light Changes resistances penetration: +10% mind Mental save: +18 (+9 eff.) Life regen: +7.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Brodygorach the Flashspiker (15 def, 5 armour) Brodygorach the Flashspiker (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +5 Defense: +15 (+5 eff.) Fatigue: +2% Changes resistances: +9% fire / +6% cold Changes resistances penetration: +10% physical Stamina each turn: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Jetbone the pair of iron boots (3 def, 3 armour) Jetbone the pair of iron boots (3 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes resistances: +6% cold Changes resistances penetration: +10% darkness Critical mult.: +10.00% Mental crit. chance: +1% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 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 29% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Galeobsidian (0 def, 2 armour) Galeobsidian (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +3% lightning / +9% mind Changes resistances penetration: +5% lightning / +15% mind Changes damage: +9% nature / +9% mind Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes stats: +4 Dex Changes resistances: +7% cold Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves of strength (+3) (0 def, 1 armour) umbral rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 darkness Changes stats: +3 Str Changes resistances: +5% darkness Changes damage: +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Noharadrayon' (0 def, 3 armour) iron helm 'Noharadrayon' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +3 Str Changes resistances: +3% temporal / +3% nature / +5% arcane Changes resistances penetration: +15% mind Spell save: +15 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of knowledge (0 def, 3 armour) iron helm of knowledge (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gleambiter (23 def, 14 armour) Gleambiter (23 def, 14 armour)Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +14 Defense: +23 (+7 eff.) Fatigue: +12% Changes stats: +4 Dex Changes resistances: +7% mind / +6% light Changes damage: +9% light / +18% cold Mental save: +16 (+8 eff.) A suit of armour made of mail. |
dwarven-steel mail armour 'Glintpain' (3 def, 15 armour) dwarven-steel mail armour 'Glintpain' (3 def, 15 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Changes resistances: +18% light / +6% fire Changes resistances penetration: +10% light Changes damage: +15% fire Physical save: +8 (+2 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of command (8 def, 20 armour) impenetrable dwarven-steel mail armour of command (8 def, 20 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +10 (+5 eff.) A suit of armour made of mail. |
Loresus (13 def, 9 armour) Loresus (13 def, 9 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +13 (+4 eff.) Fatigue: +7% Changes stats: +3 Str / +6 Dex / +5 Cun Changes resistances: +8% physical Physical save: +20 (+5 eff.) A suit of armour made of leather. |
dwarven-steel plate armour 'Chalydur' (0 def, 31 armour) dwarven-steel plate armour 'Chalydur' (0 def, 31 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +31 Fatigue: +9% Changes resistances: +3% fire Critical mult.: +15.00% Physical save: +12 (+3 eff.) Maximum hate: +4.00 A suit of armour made of metal plates. |
dwarven-steel plate armour of the dragon (0 def, 11 armour) dwarven-steel plate armour of the dragon (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +5% acid / +6% physical / +7% fire / +7% lightning / +5% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +24% Knockback immunity: +21% A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of implacability (0 def, 17 armour) enlightening dwarven-steel plate armour of implacability (0 def, 17 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Fatigue: +17% Changes stats: +5 Cun / +5 Wil Physical save: +9 (+2 eff.) Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of clarity (0 def, 24 armour) impenetrable dwarven-steel plate armour of clarity (0 def, 24 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Fatigue: +22% Changes resistances: +7% mind Mental save: +16 (+8 eff.) A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of lightning resistance (0 def, 18 armour) impenetrable dwarven-steel plate armour of lightning resistance (0 def, 18 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Fatigue: +22% Changes resistances: +17% lightning A suit of armour made of metal plates. |
stralite plate armour 'Samadentir' (0 def, 13 armour) stralite plate armour 'Samadentir' (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +20 (+5 eff.) Armour: +13 Fatigue: +22% Changes stats: +14 Str / +5 Con Changes resistances: +10% physical / +7% arcane / +15% darkness Changes resistances penetration: +15% arcane Physical save: +12 (+3 eff.) Spell save: +16 (+6 eff.) Maximum life: +51.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Xanethra the Oaknaught (0 def, 10 armour, 12-14 power, 101.5 block) Xanethra the Oaknaught (0 def, 10 armour, 12-14 power, 101.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +102 Damage (Melee): +4 arcane When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +4 Mag / +3 Wil / +4 Con Changes resistances: +3% nature Changes damage: +9% mind Talent granted: +1 Block Physical save: +7 (+2 eff.) Mana each turn: +0.12 Equilibrium when hit: +0.08 Handheld deflection devices. |
corrosive dwarven-steel shield of the stars (0 def, 6 armour, 28-34 power, 71 block) corrosive dwarven-steel shield of the stars (0 def, 6 armour, 28-34 power, 71 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +71 Damage (Melee): +11 acid / +13 light / +12 darkness When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 10% chance to reduce armor by 29% Changes stats: +2 Mag / +3 Cun / +1 Con Changes resistances: +13% acid / +12% light / +14% darkness Changes damage: +13% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
dwarven-steel shield 'Bethyyawyn' (0 def, 6 armour, 33-40 power, 79 block) dwarven-steel shield 'Bethyyawyn' (0 def, 6 armour, 33-40 power, 79 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 Damage (Melee): +13 lightning When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 16 lightning / 4 arcane Changes stats: +3 Dex / +1 Mag Changes resistances: +13% lightning / +36% cold Talent granted: +1 Block Mana each turn: +0.08 Spellpower: +20 (+8 eff.) Handheld deflection devices. |
dwarven-steel shield of earthen fury (0 def, 9 armour, 28-33 power, 74.5 block) dwarven-steel shield of earthen fury (0 def, 9 armour, 28-33 power, 74.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 On weapon hit: * Deal physical damage equal to your armor (77) When wielded/worn: Armour: +9 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
steel shield 'Branadravor' (20 def, 15 armour, 18-21 power, 72.5 block) steel shield 'Branadravor' (20 def, 15 armour, 18-21 power, 72.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +72 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +15 Defense: +20 (+6 eff.) Fatigue: +8% Talent granted: +1 Block Maximum stamina: +30.00 Handheld deflection devices. |
5 agate 5 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. |
913 alchemist agate 913 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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. |
3 aquamarine 3 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of predation (dig speed 25 turns) dwarven-steel pickaxe of predation (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Bloomclamor' (dig speed 38 turns) iron pickaxe 'Bloomclamor' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +5% arcane Changes damage: +9% nature / +6% mind Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Zylathadas' (dig speed 36 turns) iron pickaxe 'Zylathadas' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: -4% Changes stats: +4 Cun / +3 Str Changes resistances: +3% lightning Only die when reaching: -40.00 life Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gloruvea the brass lantern Gloruvea the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 29% Changes resistances: +3% darkness Mental save: +7 (+3 eff.) Life regen: +4.00 Only die when reaching: -60.00 life Mindpower: +5 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 83.67 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 83.67 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 205 cold damage (based on your Magic) Activation costs 17 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xeroyarin the Icemistress Xeroyarin the IcemistressInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +4 Wil Changes damage: +7% mind / +3% cold Physical save: +6 (+1 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Cobraking' alchemist's lamp 'Cobraking'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +15% acid / +6% light / +9% blight / +12% fire / +12% cold Spell save: +3 (+1 eff.) Mental save: +9 (+4 eff.) Light radius: +4 See stealth: +12 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Dazzlestreaker' alchemist's lamp 'Dazzlestreaker'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +10% light / +25% nature Changes damage: +15% nature Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of health watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +21% Confusion immunity: +15% Maximum life: +46.00 Light radius: +8 See stealth: +5 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
garnet 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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Blazestalker [power 140] (11 cooldown) Blazestalker [power 140] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% mind / +3% light Changes damage: +6% light Light radius: +2 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 151 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glitterquick the iron torque of psionic shield [power 25] (22 cooldown) Glitterquick the iron torque of psionic shield [power 25] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% light Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mental crit. chance: +2% Light radius: +2 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 38. Torques are made by powerful psionics to store psionic powers. |
Sleetspar the steel torque of mindblast [power 160] (13 cooldown) Sleetspar the steel torque of mindblast [power 160] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% cold Changes damage: +9% cold It can be used to blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Chillgrind' [power 215] (13 cooldown) dwarven-steel torque of mindblast 'Chillgrind' [power 215] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +8 Damage when hit (Melee): 2 mind Changes resistances penetration: +5% cold Changes damage: +9% physical It can be used to blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of psionic shield [power 25] (22 cooldown) evasive iron torque of psionic shield [power 25] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (22 cooldown) iron torque of clear mind [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
soothing dwarven-steel torque of mindblast [power 240] (13 cooldown) soothing dwarven-steel torque of mindblast [power 240] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Heal for 40. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 340] (16 cooldown) supercharged dwarven-steel torque of mindblast [power 340] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 340 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 113] (26 cooldown) supercharged dwarven-steel torque of psionic shield [power 113] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 113 for 5 turns Activation puts all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
Stormzeal [power 28] (17 cooldown) Stormzeal [power 28] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% lightning / +6% temporal Changes resistances penetration: +15% mind Changes damage: +6% lightning Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Mindpower: +5 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (13 cooldown) ash totem of healing [power 182] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 188] (13 cooldown) ash totem of healing [power 188] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of thorny skin [power 29] (17 cooldown) focusing ash totem of thorny skin [power 29] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Activation puts all charms on cooldown for 17 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 188] (13 cooldown) soothing ash totem of healing [power 188] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 47. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
Ce'Nurinne [power 110] (17 cooldown) Ce'Nurinne [power 110] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes damage: +15% mind Mental crit. chance: +1% It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating elm wand of clairvoyance [power 9] (13 cooldown) innervating elm wand of clairvoyance [power 9] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 56 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of shielding [power 272] (23 cooldown) overpowered ash wand of shielding [power 272] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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 zircon 11 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
By Brenofang the Skeleton Bulwark level 24
68th Regrowth 123rd year of Ascendancy at 04:19 see stats
By Brenofang the Skeleton Bulwark level 20
2nd Decay 122nd year of Ascendancy at 00:58 see stats
By Brenofang the Skeleton Bulwark level 27
61st Dusk 123rd year of Ascendancy at 20:59 see stats
By Brenofang the Skeleton Bulwark level 20
6th Allure 123rd year of Ascendancy at 20:45 see stats
By Brenofang the Skeleton Bulwark level 27
5th Dusk 123rd year of Ascendancy at 21:07 see stats
By Brenofang the Skeleton Bulwark level 21
30th Regrowth 123rd year of Ascendancy at 10:02 see stats
By Brenofang the Skeleton Bulwark level 24
68th Regrowth 123rd year of Ascendancy at 01:25 see stats
By Brenofang the Skeleton Bulwark level 10
1st Flare 122nd year of Ascendancy at 18:30 see stats
By Brenofang the Skeleton Bulwark level 20
74th Haze 122nd year of Ascendancy at 04:05 see stats
By Brenofang the Skeleton Bulwark level 30
28th Haze 123rd year of Ascendancy at 18:57 see stats
By Brenofang the Skeleton Bulwark level 25
39th Pyre 123rd year of Ascendancy at 21:06 see stats
By Brenofang the Skeleton Bulwark level 24
68th Regrowth 123rd year of Ascendancy at 04:19 see stats
By Brenofang the Skeleton Bulwark level 8
1st Summertide 122nd year of Ascendancy at 05:26 see stats
By Brenofang the Skeleton Bulwark level 24
68th Regrowth 123rd year of Ascendancy at 04:19 see stats
By Brenofang the Skeleton Bulwark level 29
20th Haze 123rd year of Ascendancy at 09:46 see stats
By Brenofang the Skeleton Bulwark level 24
38th Pyre 123rd year of Ascendancy at 11:48 see stats
By Brenofang the Skeleton Bulwark level 29
19th Haze 123rd year of Ascendancy at 15:26 see stats
By Brenofang the Skeleton Bulwark level 22
30th Regrowth 123rd year of Ascendancy at 15:06 see stats
By Brenofang the Skeleton Bulwark level 15
51st Dusk 122nd year of Ascendancy at 02:16 see stats
By Brenofang the Skeleton Bulwark level 22
48th Regrowth 123rd year of Ascendancy at 05:10 see stats
Log
Brenofang hits Bloated ooze for 14 lightning, 13 cold (27 total damage).
Brenofang hits Bloated ooze for 14 lightning, 13 cold (27 total damage).
Mayedhemina the corrupted dendritic hemospinner's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Brenofang crumbles.
Shadow uses Dominate.
Brenofang shrugs off Shadow's 'Dominated'!
Shadow uses Dominate.
Brenofang shrugs off Shadow's 'Dominated'!
Shadow casts Fade.
Shadow fades!
Mayedhemina the corrupted dendritic hemospinner shares damage with his oozes!
Brenofang killed Bloated ooze!
Brenofang HEALS from darkness damage!
Mayedhemina the corrupted dendritic hemospinner hits Brenofang for (235 absorbed), 120 mind, 13 lightning, 20 fire, 14 mind, 8 darkness, 13 lightning, 20 fire, 7 mind, 8 darkness (223 total damage).
Shadow hits Brenofang for 6 physical damage.
Shadow hits Brenofang for 6 physical damage.
Melee retaliation hits Mayedhemina the corrupted dendritic hemospinner for 2 lightning, 2 lightning (4 total damage).
Melee retaliation hits Shadow for 0 lightning damage.
Melee retaliation hits Shadow for 10 lightning damage.
Talent Block is ready to use.
Talent Vitality is ready to use.
Talent Rush is ready to use.
Talent Shield Slam is ready to use.
Mayedhemina the corrupted dendritic hemospinner's Eyal's Wrath hits Brenofang for 250 nature damage.
Mayedhemina the corrupted dendritic hemospinner's mind surges with critical power!
Mayedhemina the corrupted dendritic hemospinner shares damage with his oozes!
Mayedhemina the corrupted dendritic hemospinner hits Brenofang for 393 mind damage.
Melee retaliation hits Mayedhemina the corrupted dendritic hemospinner for 2 lightning, 2 lightning (4 total damage).
Brenofang the level 30 skeleton bulwark was mindraped to death by Mayedhemina the corrupted dendritic hemospinner on level 1 of The Godfeaster.