
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! "Save" Talent/Stat Points 1.4.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.4.8Donators/Buyers bonus! Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Draconian |
Class | Wyrmic |
Level / Exp | 101 / 37% |
Size | medium |
Lifes / Deaths | Killed by Salith the assassin at level 22 on the 76th Dusk 122nd year of Ascendancy at 12:20 1 / 6Killed by Beloribeth the crimson crystal at level 23 on the 76th Dusk 122nd year of Ascendancy at 15:41 Killed by Ce'Nebreth the elven corruptor at level 40 on the 3rd Haze 122nd year of Ascendancy at 12:01 Killed by Cyradann the elven warrior at level 48 on the 4th Haze 122nd year of Ascendancy at 00:09 Killed by armoured skeleton warrior at level 87 on the 8th Decay 122nd year of Ascendancy at 00:05 Killed by Eilinawyn the ultimate gwelgoroth at level 87 on the 8th Decay 122nd year of Ascendancy at 02:27 |
Antimagic | Follower |
Primary Stats
Strength | 173 (base 100) |
Dexterity | 36 (base 10) |
Constitution | 123 (base 85) |
Magic | 62 (base 58) |
Willpower | 119 (base 100) |
Cunning | 166 (base 100) |
Resources
Life | 3895/5157 |
Equilibrium | 104 |
Stamina | 652/652 |
Psi | 209/209 |
Healing Factor | 1.76 |
Regeneration | 263.9472 |
Speed
Mental | +20.594338813105% |
Attack | +20.594338813105% |
Movement | +74.654375134411% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 424 |
Accuracy | 69 |
Crit Chance | 126% |
APR | 16 |
Speed | 0.83 |
Offense: Spell
Spellpower | 13.333333333333 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 95 |
Crit Chance | 77% |
Speed | 0.82922632176771 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 129.74116927895 (100%) |
Defense | 60 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 88 |
Spell Save | 83 |
Mental Save | 84 |
Defense: Resistances
All | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Disarm Resistance | 100% |
Knockback Resistance | 100% |
Stun Resistance | 79% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 461 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 932 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 677 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Sand drake aspect | 1.50 |
| 10/5 |
| 4/5 |
| 6/5 |
| 10/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 7/5 |
| 3/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 7/5 |
| 6/5 |
| 10/5 |
Wild-gift / Cold drake aspect | 1.50 |
| 8/5 |
| 10/5 |
| 5/5 |
| 10/5 |
Technique / Two-handed assault | 1.10 |
| 10/5 |
| 10/5 |
| 7/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 10/5 |
| 10/5 |
| 8/5 |
| 9/5 |
Technique / Shield offense | 1.10 |
| 6/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 8/5 |
| 6/5 |
| 10/5 |
| 10/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 7/5 |
| 4/5 |
| 6/5 |
| 10/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 7/5 |
| 8/5 |
| 8/5 |
| 6/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Race / Draconian | 1.00 |
| 10/5 |
| 10/5 |
| 6/5 |
| 7/5 |
Technique / Combat training | 1.00 |
| 10/5 |
| 10/5 |
| 6/5 |
| 10/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.52 |
| 6/5 |
| 10/5 |
| 2/5 |
| 7/5 |
Wild-gift / Harmony | 1.10 |
| 2/5 |
| 1/5 |
| 10/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 10/5 |
| 8/5 |
| 7/5 |
| 7/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Icy Skin |
talent | Daunting Presence |
beneficial effect | A flow of life spins around the target, regenerating 135.52 life per turn. Regeneration |
detrimental effect | Huge cut that bleeds, doing 35.26 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | You gain 92% resistance against lightning. Resolve |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley 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 wretchling eyeball. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed sandworm tooth. * You've found the needed hummerhorn wing. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | Shadowgrinder (22 def, 5 armour) Shadowgrinder (22 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +22 (+6 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +7 Str / +5 Cun / +14 Con Changes resistances: +3% lightning / +9% blight / +29% fire / +21% nature / +30% cold Changes resistances penetration: +5% darkness Physical save: +40 (+8 eff.) Spell save: +24 (+5 eff.) Mental save: +39 (+7 eff.) Life regen: +5.50 Healing mod.: +30% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 37 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | dreamer's alchemist's lamp dreamer's alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 (+1 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +9% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Hurivon (0 def, 3 armour) Hurivon (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +9 Str / +6 Dex / +3 Wil Changes resistances penetration: +15% arcane Spellpower on spell critical (stacks up to 3 times): +2 Maximum hate: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Bleakrage the dwarven-steel torque of clear mind [power 3] (9 cooldown) Bleakrage the dwarven-steel torque of clear mind [power 3] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +12% cold / +5% arcane Maximum wards: +3 physical / +3 mind / +3 darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +4 Telekinetic Blast +1 Ward +3 Silence It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Sunraze the gold ring Sunraze the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+8 eff.) Damage when hit (Melee): 20 light Changes stats: +15 Cun / +2 Mag Changes resistances: +6% lightning Changes damage: +3% fire Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+2 eff.) Life regen: +1.40 Maximum life: +76.00 Light radius: +3 Infravision radius: +2 Healing mod.: +20% Rings can have magical properties. |
On fingers | Sewerwell SewerwellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 15% * 43% chance to blind Changes resistances: +6% blight / +36% cold / +3% lightning Changes damage: +18% cold Mental save: +9 (+1 eff.) Silence immunity: +20% Rings can have magical properties. |
Around waist | rough leather belt of valiance rough leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+1 eff.) Maximum life: +49.00 A belt that goes around your waist. |
In main hand | Heal's kiss the stralite greatmaul (75-112.5 power, 3 apr) Heal's kiss the stralite greatmaul (75-112.5 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 75.0 - 112.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 50% * 20% chance to corrode armour On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +4 lightning Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +38 (+9 eff.) Armour penetration: +14 Physical crit. chance: +57.0% Physical power: +57 (+9 eff.) Defense: +38 (+10 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +9 Con Changes resistances: +3% lightning / +9% temporal / +6% fire Changes resistances penetration: +38% physical Changes damage: +19% physical Spell save: +15 (+3 eff.) Disarm immunity: +155% Massive two-handed mauls. |
On hands | scouring dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) scouring dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +2 Effects when hit in melee: * 19% chance to reduce powers by 20% * 18 arcane resource burn Changes stats: +2 Dex Spell save: +10 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Saluta (20 def, 40 armour) Saluta (20 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +40 Defense: +20 (+5 eff.) Fatigue: +18% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +5 Cun / +5 Con Changes resistances: +24% acid / +34% physical / +34% lightning / +18% blight / +24% cold / +18% nature / +25% fire Reduced damage from: +13% Unnatural Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent cooldown: Rush (-5 turns) Physical save: +53 (+10 eff.) Mental save: +18 (+3 eff.) Disarm immunity: +35% Stun/Freeze immunity: +36% Knockback immunity: +41% Life regen: +3.40 Psi when hit: +0.16 Maximum life: +88.00 Healing mod.: +26% A suit of armour made of metal plates. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glowenvy GlowenvyInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 fire Changes stats: +9 Str / +18 Dex / +9 Wil / +15 Cun / +9 Con Changes resistances: +6% acid / +30% temporal / +3% nature / +9% lightning Talent mastery: +0.32 Wild-gift / Call of the wild Pinning immunity: +44% Knockback immunity: +44% Life regen: +0.90 Stamina each turn: +1.00 Light radius: +3 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the titan (heal 364) healing infusion of the titan (heal 364)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 364 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (44 nature damage, 45% healing reduction)insidious poison infusion (44 nature damage, 45% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 44.00 nature damage per turn for 7 turns, and reducing the target's healing received by 45%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion (647% speed; 9 turns)movement infusion (647% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (712% speed; 9 turns) movement infusion (712% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (615% speed; 5 turns) movement infusion of the wizard (615% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 5; dispells darkness)sun infusion (rad 10; power 22; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (265 fire damage)heat beam rune (265 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 265.86 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 428 for 8 turns)shielding rune (absorb 428 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 67)teleportation rune (range 67) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 6 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
gold amulet of mastery (0.28 Wild-gift / Higher draconic abilities) gold amulet of mastery (0.28 Wild-gift / Higher draconic abilities)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.28 Wild-gift / Higher draconic abilities Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. serendipitous steel amulet of cunning (+11)serendipitous steel amulet of cunning (+11) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +11 Lck / +6 Cun Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit steel amulet of murderstarlit steel amulet of murder Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes resistances: +16% light / +17% darkness Critical mult.: +14.00% Blindness immunity: +32% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. gladiator's steel ring of wardinggladiator's steel ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +18% acid / +17% fire / +18% lightning / +18% cold Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Radiancescar (45.5-68.25 power, 3 apr)Radiancescar (45.5-68.25 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.2 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Slows global speed by 40% * 20% chance to torment the target Damage (Melee): +43 mind / +24 darkness Burst (radius 2) on crit: +8 light / +20 fire Damage against: +23% Living When wielded/worn: Accuracy: +38 (+9 eff.) Armour penetration: +32 Defense: +19 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Str Changes resistances: +21% acid / +21% fire / +21% lightning / +21% cold Changes resistances penetration: +19% mind / +17% fire / +19% darkness / +36% physical Changes damage: +55% physical Reduces incoming crit damage: 5.00% Spell save: +25 (+5 eff.) Mental save: +20 (+4 eff.) Cut immunity: +10% Disarm immunity: +70% Stamina when hit: +3.00 Light radius: +2 Global speed: +6% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Wildbraze the voratun battleaxe (116.5-174.75 power, 4 apr) Wildbraze the voratun battleaxe (116.5-174.75 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 116.5 - 174.8 Uses stats: 30% Wil, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +63 insidious poison / +8 fire Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +36 (+9 eff.) Physical crit. chance: +16.0% Defense: +21 (+5 eff.) Changes stats: +10 Dex / +2 Cun Changes resistances: +24% acid / +24% fire / +27% cold / +3% nature / +24% lightning Changes resistances penetration: +21% mind / +21% darkness Critical mult.: +10.00% Spell save: +26 (+6 eff.) Disarm immunity: +70% Maximum hate: +6.00 Mental crit. chance: +3% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental stralite dagger of ruin (29-37.7 power, 9 apr)elemental stralite dagger of ruin (29-37.7 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +7 Physical crit. chance: +11.0% Changes resistances penetration: +12% acid / +12% fire / +12% lightning / +12% cold Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick steel dagger of nature (11.5-14.95 power, 6 apr)quick steel dagger of nature (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +5% all Changes resistances penetration: +8% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous voratun dagger of massacre (48-62.4 power, 9 apr)thunderous voratun dagger of massacre (48-62.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 48.0 - 62.4 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to daze When wielded/worn: Changes stats: +4 Str / +2 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +7% lightning Sharp, short and deadly. |
Gunodor the stralite greatmaul (73.5-110.25 power, 3 apr) Gunodor the stralite greatmaul (73.5-110.25 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 73.5 - 110.2 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +70 insidious poison / +4 mind When wielded/worn: Physical crit. chance: +48.0% Physical power: +13 (+2 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances penetration: +5% mind Changes damage: +9% mind Reduces incoming crit damage: 5.00% Confusion immunity: +5% Knockback immunity: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's steel greatsword of phasing (23-36.8 power, 15 apr)warbringer's steel greatsword of phasing (23-36.8 power, 15 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +41% When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +27% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Obsidiantyphoon' (14.5-20.3 power, 3 apr)steel longsword 'Obsidiantyphoon' (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 30% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour * 30 arcane resource burn * Slows global speed by 11% * 20% chance to torment the target * leeches stamina from the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +23 insidious poison / +8 darkness Burst (radius 2) on crit: +15 ice / +4 darkness When wielded/worn: Accuracy: +27 (+6 eff.) Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Armour: +9 Defense: +18 (+5 eff.) Effects on melee hit: * 52% chance to corrode armour * Slows global speed by 15% * 15% chance to inflict damage reduction Damage when hit (Melee): 4 mind / 11 nature slow Changes stats: +4 Str Changes resistances: +6% nature / +6% all Changes resistances penetration: +9% acid / +9% darkness / +9% cold / +9% nature / +9% mind Changes damage: +12% acid / +8% physical / +6% darkness Disarm immunity: +62% Life regen: +1.30 Stamina when hit: +1.30 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel mace of evisceration (13.5-18.9 power, 3 apr)flaming steel mace of evisceration (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +11 fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. cunning vined mindstar of the jelly (5.5-6.05 power, 18 apr, mind damage)cunning vined mindstar of the jelly (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 64% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes damage: +6% acid Critical mult.: +10.00% Equilibrium when hit: +1.30 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. honing thorny mindstar (8-8.8 power, 24 apr, nature damage)honing thorny mindstar (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 8.0 - 8.8 Uses stats: 70% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +7% physical Changes resistances penetration: +7% physical Changes damage: +7% physical Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. vined mindstar (4.5-4.95 power, 18 apr, nature damage)vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 64% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash magestaff of invocation (15-18 power, 3 apr, arcane element)ash magestaff of invocation (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +13 (+1 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 68.84 to 82.61 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of blasting (15-18 power, 3 apr, light element)ash starstaff of blasting (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +13 (+1 eff.) Spell crit. chance: +9% It can be used to unleash an elemental blastwave, dealing 68.84 to 82.61 light damage in a radius 3 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, fire element)ash vilestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, acid element)ash vilestaff (15-18 power, 3 apr, acid element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's ash starstaff of breaching (15-18 power, 3 apr, temporal element)bloodlich's ash starstaff of breaching (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +4 Cun / +5 Con Changes resistances penetration: +7% temporal Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +17.00% Vim when firing critical spell: +5.00 Maximum vim: +32.00 Maximum neg.energy: +32.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal ash vilestaff of channeling (15-18 power, 3 apr, acid element)ethereal ash vilestaff of channeling (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +16 (+4 eff.) Damage (Melee): 8 % chance of confusion Changes damage: +15% acid Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +23 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +26% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding ash magestaff of channeling (15-18 power, 3 apr, fire element)lifebinding ash magestaff of channeling (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +15% fire Talent granted: +1 Command Staff Life regen: +1.10 Mana each turn: +0.22 Spellpower: +23 (+2 eff.) Spell crit. chance: +2% Healing mod.: +18% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone magestaff of protection (30-36 power, 6 apr, arcane element)shimmering dragonbone magestaff of protection (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 stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% arcane Changes damage: +30% arcane Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +99.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blue-steel trident (17-27.2 power, 8 apr)blue-steel trident (17-27.2 power, 8 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 17.0 - 27.2 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Raventickler the voratun waraxe (67.5-94.5 power, 6 apr) Raventickler the voratun waraxe (67.5-94.5 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 67.5 - 94.5 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * 20% chance to torment the target * 25% chance to remove a magical effect Damage (Melee): +20 nature / +23 mind When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes stats: +7 Str / +7 Wil / +10 Cun Changes resistances: +6% acid / +6% nature Changes resistances penetration: +27% mind / +30% darkness Changes damage: +15% physical Critical mult.: +15.00% Stamina when hit: +2.50 Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum hate: +2.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick steel waraxe of crippling (14.5-20.3 power, 3 apr)quick steel waraxe of crippling (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +4 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level. skylord's hardened leather belt of mageryskylord's hardened leather belt of magery Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Dex / +5 Mag / +10 Wil / +5 Cun Physical save: +16 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +15 (+3 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Glimmerviper the elven-silk cloak (22 def, 26 armour)Glimmerviper the elven-silk cloak (22 def, 26 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Armour: +26 Defense: +22 (+6 eff.) Changes stats: +4 Str / +4 Dex / +5 Wil / +8 Cun / +4 Con Changes resistances: +24% lightning / +47% light / +42% fire / +22% blight / +60% cold / +18% nature / +25% darkness Changes resistances penetration: +20% darkness Changes damage: +23% darkness / +9% physical / +15% light / +9% mind Stealth bonus: +50 Physical save: +17 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +3.00 Hate when firing a critical mind attack: +3.00 Only die when reaching: -50.00 life Mental crit. chance: +7% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of power (2 def, 0 armour)mindwoven cashmere robe of power (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +14% all Mental save: +24 (+4 eff.) Spellpower: +16 (+2 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of Linaniil (0 def, 0 armour)woollen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mana each turn: +0.20 Maximum mana: +61.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Loriyon the Sunpulverizer (3 def, 8 armour) Loriyon the Sunpulverizer (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 light / 15 physical Changes stats: +8 Cun / +7 Wil Changes resistances: +23% acid / +8% physical / +14% blight / +16% nature / +3% temporal Changes resistances penetration: +10% darkness / +15% light Reduced damage from: +10% Unnatural Physical save: +18 (+3 eff.) Mental save: +19 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour of implacability (2 def, 13 armour)radiant steel mail armour of implacability (2 def, 13 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +18% blight / +17% darkness Physical save: +9 (+1 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's cured leather armour (5 def, 4 armour)marauder's cured leather armour (5 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Physical save: +11 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic hardened leather armour of natural resilience (3 def, 6 armour)miasmic hardened leather armour of natural resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +13 Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 8 acid Changes resistances: +19% acid / +38% nature / +16% blight Reduced damage from: +11% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble cured leather armour (9 def, 4 armour)nimble cured leather armour (9 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +7% Changes stats: +4 Dex Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather armour of spell shielding (1 def, 2 armour)prismatic rough leather armour of spell shielding (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% arcane / +12% light / +12% darkness Spell save: +13 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour of delving (2 def, 4 armour)troll-hide cured leather armour of delving (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +7 Str Changes resistances: +14% darkness / +9% physical Life regen: +6.80 Light radius: +2 Healing mod.: +17% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour of the deep (4 def, 11 armour)steel plate armour of the deep (4 def, 11 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +8% acid / +9% cold Allows you to breathe in: water A suit of armour made of metal plates. |
acidic stralite shield of purity (10 def, 2 armour, 44-52.8 power, 132 block) acidic stralite shield of purity (10 def, 2 armour, 44-52.8 power, 132 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.0 - 52.8 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +132 On weapon hit: * 16% chance to corrode armour When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 6 acid Damage when hit (Melee): 10 acid Changes resistances: +10% nature / +12% blight Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deflecting steel shield of reflection (15 def, 2 armour, 14.5-17.4 power, 39.5 block)deflecting steel shield of reflection (15 def, 2 armour, 14.5-17.4 power, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +39 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +13% light / +14% darkness Talent granted: +2 Block Deflect projectiles away: +10% Handheld deflection devices. |
Flamefiend the quiver of dragonbone arrows (19/46, 102-142.8 power, 48 apr) Flamefiend the quiver of dragonbone arrows (19/46, 102-142.8 power, 48 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 102.0 - 142.8 Uses stats: 30% Wil, 50% Str, 70% Dex Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +48 Physical crit. chance: +39.0% Capacity: 46 On weapon hit: * 20% chance to daze * Slows global speed by 20% * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown Travel speed: +600% Damage (Ranged): +60 insidious poison / +20 temporal / +16 fire / +55 physical Burst (radius 1) on hit: +28 lightning / +8 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental quiver of elven-wood arrows of amnesia (22/22, 44.5-62.3 power, 14 apr)elemental quiver of elven-wood arrows of amnesia (22/22, 44.5-62.3 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. icy quiver of ash arrows of crippling (18/18, 23-32.2 power, 7 apr)icy quiver of ash arrows of crippling (18/18, 23-32.2 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +9.5% Capacity: 18 On weapon crit: * cripple the target Damage (Ranged): +11 cold Arrows are used with bows to pierce your foes to death. |
agate 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. |
167 alchemist agate 167 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. |
onyx 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 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Erotar (dig speed 9 turns) Erotar (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil / +2 Cun Changes resistances: +3% blight / +6% fire / +6% darkness Changes resistances penetration: +12% physical Changes damage: +9% blight / +6% mind Mental save: +10 (+2 eff.) Mindpower: +2 (+0 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Salowyn the brass lantern Salowyn the brass lanternInfused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Defense: +18 (+5 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +3 Str / +4 Wil / +4 Cun / +2 Con Changes resistances: +7% blight / +2% physical / +6% lightning / +3% all Changes damage: +7% mind Physical save: +24 (+4 eff.) Spell save: +31 (+7 eff.) Mental save: +31 (+6 eff.) Pinning immunity: +5% Stun/Freeze immunity: +10% Life regen: +1.90 Light radius: -5 Infravision radius: +5 See stealth: +9 See invisible: +21 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. overpowered steel torque of kinetic psionic shield [power 87] (21 cooldown)overpowered steel torque of kinetic psionic shield [power 87] (21 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns, putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
quick ash totem of cure ailments [power 1] (5 cooldown) quick ash totem of cure ailments [power 1] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 1 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. striking ash wand of conjuration [power 193] (6 cooldown)striking ash wand of conjuration [power 193] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +3 Strike It can be used to fire a bolt of a random element with (base) damage 96 to 193, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Super Winston the Draconian Wyrmic level 19
68th Dusk 122nd year of Ascendancy at 18:17 see stats
By Super Winston the Draconian Wyrmic level 75
14th Haze 122nd year of Ascendancy at 14:51 see stats
By Super Winston the Draconian Wyrmic level 9
36th Dusk 122nd year of Ascendancy at 23:51 see stats
By Super Winston the Draconian Wyrmic level 10
50th Dusk 122nd year of Ascendancy at 15:22 see stats
By Super Winston the Draconian Wyrmic level 20
76th Dusk 122nd year of Ascendancy at 08:24 see stats
By Super Winston the Draconian Wyrmic level 30
78th Dusk 122nd year of Ascendancy at 02:22 see stats
By Super Winston the Draconian Wyrmic level 40
3rd Haze 122nd year of Ascendancy at 11:05 see stats
By Super Winston the Draconian Wyrmic level 50
4th Haze 122nd year of Ascendancy at 10:58 see stats
By Super Winston the Draconian Wyrmic level 60
5th Haze 122nd year of Ascendancy at 12:07 see stats
By Super Winston the Draconian Wyrmic level 62
13rd Haze 122nd year of Ascendancy at 14:45 see stats
By Super Winston the Draconian Wyrmic level 37
78th Dusk 122nd year of Ascendancy at 22:49 see stats
By Super Winston the Draconian Wyrmic level 8
78th Pyre 122nd year of Ascendancy at 21:37 see stats
By Super Winston the Draconian Wyrmic level 95
8th Decay 122nd year of Ascendancy at 20:49 see stats
By Super Winston the Draconian Wyrmic level 72
14th Haze 122nd year of Ascendancy at 08:41 see stats
Log
Super Winston is invigorated by the attack!
Super Winston hits Xaniwen the gwelgoroth for 0 arcane, 6 fire, 9 physical, , 24 cold, 0 mind, 0 light, 0 arcane, 6 fire, 9 physical, , 24 cold, 0 mind, 0 light (82 total damage).
Xaniwen the gwelgoroth hits Super Winston for 165 physical, , 223 physical, 5 lightning (395 total damage).
Talent Stunning Blow is ready to use.
Bleeding from Xaniwen the gwelgoroth hits Super Winston for 9 physical damage.
Super Winston performs a melee critical strike against Xaniwen the gwelgoroth!
Super Winston's mind surges with critical power!
Super Winston is invigorated by the attack!
Super Winston hits Xaniwen the gwelgoroth for 658 physical damage.
Xaniwen the gwelgoroth hits Super Winston for 7 lightning damage.
Super Winston killed Xaniwen the gwelgoroth!
Super Winston picks up (t.): steel longsword 'Obsidiantyphoon' (14.5-20.3 power, 3 apr).
Super Winston picks up (L.): Glimmerviper the elven-silk cloak (22 def, 26 armour).
Super Winston picks up (a.): healing infusion (heal 86).
Super Winston picks up (1.): elemental quiver of elven-wood arrows of amnesia (22/22, 44.5-62.3 power, 14 apr).
Super Winston picks up (W.): prismatic rough leather armour of spell shielding (1 def, 2 armour).
Super Winston picks up (s.): thunderous voratun dagger of massacre (48-62.4 power, 9 apr).
Super Winston picks up (r.): elemental stralite dagger of ruin (29-37.7 power, 9 apr).
Bleeding from Xaniwen the gwelgoroth hits Super Winston for 9 physical damage.
Saving game...
Saving done.
Super Winston stops bleeding.
Super Winston deactivates Daunting Presence.
Super Winston stops regenerating health quickly.
Super Winston deactivates Icy Skin.
Super Winston is no longer attuned.
Super Winston deactivates Wild Growth.