








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 36 / 53% |
| Size | big |
| Lifes / Deaths | Killed by Yvywyn the ghoul at level 27 on the 60th Regrowth 123rd year of Ascendancy at 12:24 / 2Killed by Isewe the patchwork troll at level 36 on the 2nd Summertide 123rd year of Ascendancy at 19:39 |
Primary Stats
| Strength | 56 (base 52) |
| Dexterity | 14 (base 15) |
| Constitution | 15 (base 10) |
| Magic | 96 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 49 (base 33) |
Resources
| Mana | 263/263 |
| Psi | 109/109 |
| Life | -62/1179 |
| Positive | 9/105 |
| Stamina | 62/237 |
| Healing Factor | 1.7972347977246 |
| Regeneration | 5.841013092605 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +71.428571428571% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 62 |
| Crit Chance | 34% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +22% |
| Blight | +24% |
| Physical | +41% |
| All | +16% |
| Darkness | +41% |
| Light | +54% |
| Temporal | +47% |
| Lightning | +22% |
| Fire | +23% |
| Nature | +31% |
Offense: Damage Penetration
| Arcane | +10% |
| Physical | +40% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 61.500256457763 (35%) |
| Defense | 42 |
| Ranged Defense | 48 |
| Fatigue | 5 |
| Physical Save | 56 |
| Spell Save | 56 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 44%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 46%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Pinning Resistance | 19% |
| Confusion Resistance | 26% |
| Disarm Resistance | 26% |
| Stun Resistance | 76% |
| Instadeath Resistance | 100% |
| Silence Resistance | 31% |
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 mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 426 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -831 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Defensive Posture |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Shield of Light |
| detrimental effect | The target is on fire, taking 27.97 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 40%. Slow |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Reduces arcane damage received by 19%. Premonition Shield |
| detrimental effect | Huge cut that bleeds, doing 24.16 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target's combat attack is improved by 77. Attack |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 6. Illness |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| beneficial effect | Increases the effectiveness of all healing the target receives by 65%. Empowered Healing |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Belamira the giant army ant. Escort: lost anorithil (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Gogama the snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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: 356. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * '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.' * You've found the needed pouch of faeros ash. * '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.' Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | Rhugar the pair of drakeskin leather boots (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -3% Damage when hit (Melee): 4 arcane / 12 blight Changes stats: +3 Wil / +9 Mag Changes resistances: +15% acid / +12% fire / +13% cold / +12% lightning Changes resistances penetration: +10% arcane Maximum encumbrance: +36 Physical save: +12 (+4 eff.) Mana each turn: +0.44 Maximum mana: +48.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Damage Shield penetration: +10% A pair of boots made of leather. |
| Light source | Salomina the PrismjamInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Damage when hit (Melee): 12 light Changes stats: +4 Str / +2 Dex / +8 Mag / +3 Con Reduces incoming crit damage: 15.00% Physical save: +16 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +14 (+5 eff.) Light radius: +6 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Talent 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 (+4 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 | Boltmire (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 9 arcane Changes stats: +6 Mag / +6 Wil / +4 Con Changes resistances: +5% arcane Changes damage: +6% lightning Physical save: +13 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +26% Maximum life: +49.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Urthorach [power 36] (6/30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 physical Changes stats: +2 Str Maximum wards: +2 physical / +3 mind / +2 darkness Changes resistances penetration: +15% physical Talent cooldown: Silence (-1 turn) Talents granted: +1 Ward +2 Silence Maximum stamina: +10.00 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +1 Str / +3 Mag / +3 Cun / +1 Con Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Silence immunity: +21% Confusion immunity: +21% Mana each turn: +0.12 Vim when firing critical spell: +3.00 Spellpower: +6 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | EmarilleInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +30% nature / +9% blight Changes damage: +15% nature / +6% temporal Maximum encumbrance: +28 Stun/Freeze immunity: +26% Life regen: +2.60 Rings can have magical properties. |
| Around neck | steel amulet 'Flashterror'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire Changes damage: +8% blight / +7% fire Critical mult.: +12.00% Spell save: +26 (+8 eff.) Silence immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Spellpower: +7 (+2 eff.) Amulets can have magical properties. |
| In main hand | elven-wood magestaff 'Furnacestreak' (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 fire Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 fire When wielded/worn: Armour: +9 Defense: +8 (+2 eff.) Damage when hit (Melee): 8 acid Maximum wards: +3 darkness / +3 temporal / +3 light / +3 physical Changes resistances penetration: +5% acid Changes damage: +6% acid / +25% temporal / +25% light / +25% darkness / +25% physical Talents granted: +1 Command Staff +2 Ward Spellpower: +18 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt 'Islabrevea'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 acid Changes resistances penetration: +25% physical Mental save: +6 (+2 eff.) Life regen: +0.40 Spellpower: +3 (+1 eff.) Healing mod.: +10% A belt that goes around your waist. |
| In off hand | stralite shield 'Belyna' (10 def, 4 armour, 47-56.4 power, 147 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +147 Damage (Melee): +14 temporal When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +10% Damage when hit (Melee): 15 temporal Changes stats: +1 Dex / +2 Wil Changes resistances: +23% fire / +10% temporal / +22% cold Talent granted: +4 Block Critical mult.: +6.00% Physical save: +23 (+6 eff.) Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (400) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | enveloping cashmere cloak of the voidstalker (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +15% darkness / +21% temporal Physical save: +8 (+2 eff.) Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Maliharazor (9 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Changes stats: +8 Cun / +6 Mag Changes resistances: +3% lightning / +6% temporal / +9% light / +3% nature / +5% arcane / +10% darkness Changes damage: +13% light / +16% all Critical mult.: +14.00% Confusion immunity: +5% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum life: +56.00 Spellpower: +17 (+5 eff.) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion (+5 for 10 turns, die at -331)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -331 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+7 for 9 turns, die at -374)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. While Heroism is active, you will only die when reaching -374 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+9 for 12 turns, die at -601)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 12 turns. While Heroism is active, you will only die when reaching -601 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+15 for 9 turns, die at -544)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -544 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+14 for 7 turns, die at -493)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 7 turns. While Heroism is active, you will only die when reaching -493 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+7 for 9 turns, die at -350)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. While Heroism is active, you will only die when reaching -350 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the titan (+8 for 10 turns, die at -216)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -216 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (617% speed; 6 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (597% speed; 6 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 597% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 421 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 479 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 567 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 567 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the titan (heal 234 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 234 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 628 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 628 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion of the duelist (resist 11%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 11% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 15%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 17%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune of the duelist (38 acid damage; disarm 5 turns with power 30) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 38.92 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 30 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune of the warrior (58 acid damage; disarm 5 turns with power 56) 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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 58.64 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 56 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune of the titan (84 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 84.10 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (101 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: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 101.22 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune of the wizard (153 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: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 153.33 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (129 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 129.07 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune of the sneak (range 13; power 41; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 236 for 4 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: 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 236 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune of the psychic (absorb 271 for 5 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: 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 271 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune of the sneak (absorb 278 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 448 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 448 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Dairazilarolach the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Dex / +3 Wil Physical save: +9 (+3 eff.) Life regen: +0.20 Equilibrium when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
GilagenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +14 Defense: +15 (+5 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +11 Lck / +4 Con Changes resistances: +2% physical Physical save: +6 (+2 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Layowen the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +4 Dex Changes resistances: +15% mind / +5% physical Changes resistances penetration: +15% physical Confusion immunity: +36% Healing mod.: +30% Amulets can have magical properties. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 11% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Unrigrim the KindlebreakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Mag / +3 Wil / +3 Cun Changes resistances: +18% fire Changes damage: +7% blight / +7% fire Critical mult.: +12.00% Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
Velarama the AirsageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +22% lightning Changes resistances penetration: +5% lightning Changes damage: +9% blight / +9% arcane Critical mult.: +20.00% Stun/Freeze immunity: +32% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Amulets can have magical properties. |
gold amulet 'Xanelle'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -7% Changes damage: +9% blight Life regen: +3.10 Maximum life: +50.00 Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
grounding gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
grounding gold amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
steel amulet 'Galejam'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to blind Damage when hit (Melee): 12 lightning / 4 light Changes stats: +2 Str Changes resistances penetration: +10% lightning Amulets can have magical properties. |
steel amulet 'Gloomnaught'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -13% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Con Changes damage: +12% darkness Grants telepathy: Dragon Life regen: +1.70 Amulets can have magical properties. |
Blindtorrent the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +6 Dex / +3 Mag Changes resistances: +15% blight Changes damage: +15% blight Light radius: +3 Rings can have magical properties. |
Chalodostir the LightningpassionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 light Changes stats: +4 Con Changes resistances: +3% light Physical save: +8 (+2 eff.) Rings can have magical properties. |
Duathelream the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +4 Changes stats: +5 Str Changes resistances: +22% light Changes resistances penetration: +10% darkness Changes damage: +11% light / +18% darkness Stamina each turn: +0.40 Rings can have magical properties. |
Glintwish the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +15% blight Changes resistances penetration: +10% blight / +5% light Changes damage: +3% light Mental save: +12 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +2.90 Maximum life: +52.00 Healing mod.: +15% Rings can have magical properties. |
IsemithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +15% mind / +6% acid Changes damage: +6% acid Disarm immunity: +34% Pinning immunity: +32% Knockback immunity: +28% Maximum life: +25.00 Rings can have magical properties. |
Nerelewe the NoonblackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances: +6% light Changes damage: +5% all Only die when reaching: -40.00 life Maximum stamina: +15.00 Spellpower: +9 (+3 eff.) Mindpower: +7 (+3 eff.) Light radius: +3 Rings can have magical properties. |
Nereminor the StormruneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +30% lightning Changes resistances penetration: +10% fire Changes damage: +12% lightning / +9% fire Physical save: +10 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Rings can have magical properties. |
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: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Salolemina the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 20 arcane Changes resistances penetration: +10% acid / +10% blight Spellpower: +8 (+2 eff.) Mindpower: +7 (+3 eff.) Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's stralite ring of lightning (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Changes resistances: +34% lightning Changes damage: +17% lightning Maximum encumbrance: +26 Rings can have magical properties. |
pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Spellpower: +7 (+2 eff.) Rings can have magical properties. |
titan's steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +8 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.The Gaping Maw (72-108 power, 4 apr) Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level.balanced stralite battleaxe of erosion (45-67.5 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +23 nature / +19 temporal When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +13 (+4 eff.) Disarm immunity: +54% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe 'Blackhunt' (32-48 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 arcane / +19 temporal When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 temporal Changes resistances: +18% darkness / +20% temporal Changes resistances penetration: +10% darkness Changes damage: +12% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Lorurion the dwarven-steel dagger (25-32.5 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +20 blight When wielded/worn: Changes stats: +3 Dex / +4 Con Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +2 Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.arcing stralite dagger of massacre (38-49.4 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 38.0 - 49.4 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming stralite dagger of vileness (29-37.7 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15% chance to disease Damage (Melee): +18 blight Burst (radius 1) on hit: +11 fire Sharp, short and deadly. |
Narig the Glowdeath (69.5-104.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stats: 50% Mag, 120% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 20% chance to inflict 15% damage reduction * 20% chance to daze at end of turn * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +13 cold When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +3% light / +9% lightning Light radius: +2 Massive two-handed mauls. |
dwarven-steel greatmaul 'Beloriarin' (56.5-84.75 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 17% chance to daze at end of turn Burst (radius 2) on crit: +23 ice When wielded/worn: Armour: +10 Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +5 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +3% fire / +9% temporal Changes resistances penetration: +12% lightning / +12% cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul of dampening (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +14% acid / +16% fire / +14% cold / +14% lightning Spell save: +13 (+4 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of persecution (34.5-55.2 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage against: +19% Unnatural When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Wil Disarm immunity: +47% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of massacre (78.5-125.6 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.mighty elven-wood longbow of dexterity (+6) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +6 Str / +6 Dex Changes resistances penetration: +24% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mighty elven-wood longbow of lightning Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +21 lightning When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str Changes damage: +20% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steady elven-wood longbow of lightning Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +18 lightning When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +8.0% Changes damage: +17% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Kindlevortex (35.5-49.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +15 fire When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 20 mind Changes stats: +3 Con Changes resistances: +9% fire Changes resistances penetration: +10% physical / +20% fire Changes damage: +6% fire Disarm immunity: +22% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Falorahir (17.5-19.25 power, 33 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 17.5 - 19.2 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +33 Crit. chance: +13.5% Attack speed: 100% On weapon hit: * Slows global speed by 13% * 13% chance to corrode armour by 30% Burst (radius 1) on hit: +8 physical When wielded/worn: Armour: +2 Changes stats: +1 Dex Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Physical save: +20 (+6 eff.) Hate per kill: +4.00 Psi per kill: +3.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +36 It can be used to inflict 22.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. 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. |
Xanyvena (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid When wielded/worn: Damage when hit (Melee): 6 physical Changes resistances: +6% physical Changes resistances penetration: +8% physical Changes damage: +6% physical Disarm immunity: +5% Life regen: +0.70 Maximum life: +11.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 15 of target armor and 7% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.creative pulsing mindstar of the jelly (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes damage: +3% acid Critical mult.: +20.00% Equilibrium when hit: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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.living mindstar of flames (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 fire Changes resistances: +11% fire Changes resistances penetration: +7% fire Changes damage: +7% fire Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Global speed: +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. |
purifying vined mindstar of slime (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 4 arcane resource burn * Slows global speed by 5% Changes resistances: +2% arcane Changes resistances penetration: +3% arcane Changes damage: +2% arcane / +3% nature Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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.thorny mindstar 'Bokintir' (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +20 mind Burst (radius 1) on hit: +8 mind When wielded/worn: Changes resistances: +9% acid Changes damage: +15% acid / +15% mind Mental save: +7 (+2 eff.) Maximum psi: +30.00 Mindpower: +6 (+3 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.thorny mindstar 'Coalidol' (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 2) on crit: +12 darkness When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% acid Changes resistances penetration: +25% darkness Changes damage: +15% acid / +6% darkness Life regen: +1.40 Maximum life: +27.00 Mindpower: +6 (+3 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.Camasus the Swampqueen (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +24 nature / +8 mind Burst (radius 1) on hit: +12 nature When wielded/worn: Armour: +5 Armour Hardiness: +8% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Changes resistances penetration: +25% mind Changes damage: +20% light Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Yvoth the dragonbone magestaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 blight When wielded/worn: Armour: +7 Armour Hardiness: +7% Defense: +22 (+7 eff.) Damage (Melee): 9 % chance of confusion Changes stats: +1 Mag Changes resistances penetration: +10% blight Changes damage: +30% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Physical save: +8 (+2 eff.) Mana each turn: +0.20 Maximum mana: +65.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +5% See invisible: +9 Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging yew vilestaff of might (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe 'Glintspawn' (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +14 temporal / +11 nature Burst (radius 1) on hit: +20 lightning When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +6% light Changes damage: +6% light / +12% lightning Light radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.hateful stralite waraxe (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +14% Living One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Hanogas the ArcshineCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Dex / +3 Wil / +5 Con Spell save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Splendoursin the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +5 Str / +7 Dex / +5 Wil / +2 Cun Changes resistances: +9% light Grants telepathy: Dragon Maximum encumbrance: +34 Light radius: +3 Infravision radius: +2 A belt that goes around your waist. |
hardened leather belt 'Ulfeldil'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +3% arcane Reduced damage from: +18% Summoned Trap disarming bonus: +15 Stealth bonus: +8 Mental save: +6 (+2 eff.) Spellpower: +4 (+1 eff.) Infravision radius: +5 A belt that goes around your waist. |
Gekan (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +2 (+0 eff.) Damage when hit (Melee): 20 physical Changes stats: +2 Str / +2 Con Changes damage: +12% physical Only die when reaching: -80.00 life Maximum stamina: +15.00 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.Glarewoe 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.) Damage when hit (Melee): 20 light Changes resistances: +9% darkness Changes resistances penetration: +15% light Changes damage: +6% light Maximum life: +45.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerodohell (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +7% acid / +7% fire / +7% cold / +7% lightning Changes resistances penetration: +15% blight Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 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.enveloping cashmere cloak of Iron Throne (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +1 Str / +3 Con Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anomnir the Glimmerspitter (2 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Dex Changes resistances: +17% mind / +16% darkness Changes damage: +12% light / +6% physical Physical save: +13 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +30 (+10 eff.) Light radius: +3 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.slimy elven-silk robe of frost (+25%) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 7% * 6 arcane resource burn Changes resistances: +25% cold Changes damage: +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belalrawe (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +7 Wil / +7 Con Changes resistances penetration: +20% arcane Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Infravision radius: +5 A pair of boots made of leather. |
Ivama (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +1 Cun / +2 Str Changes resistances: +7% lightning / +7% temporal Grants telepathy: Dragon Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Skywilter (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +27% acid / +15% lightning Changes resistances penetration: +20% lightning A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.insulating pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% cold / +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% cold / +10% fire Stamina each turn: +0.60 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Brenulin' (9 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +2 Str / +3 Dex / +4 Mag / +3 Wil Only die when reaching: -80.00 life It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Bregedas' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +7 Fatigue: +3% Changes stats: +6 Str / +5 Con Changes damage: +7% physical Critical mult.: +15.00% Physical save: +9 (+3 eff.) Equilibrium when hit: +0.12 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of hardened leather boots 'Poroba' (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +2 Con Changes resistances: +6% mind / +6% light Changes resistances penetration: +5% blight Changes damage: +6% blight Physical save: +24 (+7 eff.) Spell save: +13 (+4 eff.) Mental save: +33 (+11 eff.) Stun/Freeze immunity: +10% A pair of boots made of leather. |
undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag Spell save: +3 (+1 eff.) Silence immunity: +28% Confusion immunity: +34% Stun/Freeze immunity: +22% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Nerana the rough leather gloves (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances: +5% arcane Changes damage: +3% physical Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Boltraider' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +11.0% Armour: +2 Changes stats: +3 Dex / +3 Con Changes resistances: +6% lightning Changes damage: +12% lightning / +9% physical Critical mult.: +10.00% Spell crit. chance: +10% Mental crit. chance: +13% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Heromihor' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% acid / +9% temporal Changes damage: +18% acid / +15% temporal Critical mult.: +10.00% Spell crit. chance: +14% Mental crit. chance: +14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of magic (+4) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +6% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic hardened leather gloves of strength (+3) (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +5 Changes stats: +3 Str Mental save: +9 (+3 eff.) Maximum life: +50.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arima the Dimcutter (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Con Changes resistances: +20% darkness Changes resistances penetration: +25% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Berulathanik the Splendourquill (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +15% blight / +2% physical Changes resistances penetration: +10% light Spell save: +6 (+2 eff.) Silence immunity: +10% Disarm immunity: +15% Psi each turn: +0.20 Only die when reaching: -80.00 life Mindpower: +5 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Brightblight the dwarven-steel helm (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +11 Dex / +5 Con Changes resistances penetration: +20% physical Changes damage: +6% physical Physical save: +30 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +6 Mag / +4 Wil Changes resistances: +12% mind / +12% cold Changes damage: +13% blight / +8% arcane Mental save: +10 (+3 eff.) Disease immunity: +10% Confusion immunity: +27% Maximum vim: +25.00 Spell crit. chance: +3% See invisible: +9 It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 23%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
This item will automatically be transmogrified when you leave the level.Emelytira the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +3 Dex Changes resistances: +10% cold / +8% fire Changes resistances penetration: +20% arcane Changes damage: +18% arcane Light radius: +3 Infravision radius: +3 A cap made of leather. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Maludas the rough leather cap (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 20 blight Changes stats: +3 Mag Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +10% arcane Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.16 Mana when firing critical spell: +2.00 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Urthymabar (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Mag Changes resistances: +9% blight / +9% temporal / +6% lightning Spell save: +10 (+4 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.grounding hardened leather cap of dexterity (+5) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +10% lightning / +8% temporal A cap made of leather. |
hardened leather cap 'Sparkvein' (7 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes stats: +5 Cun / +5 Wil Changes resistances: +12% cold / +10% light / +14% darkness Changes damage: +3% lightning Allows you to breathe in: water Mental crit. chance: +4% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.miner's dwarven-steel helm of constitution (+4) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +4 Con Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.miner's hardened leather cap of the depths (0 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +13% cold Allows you to breathe in: water Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stralite mail armour of spell shielding (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +9% arcane Spell save: +17 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Betheth the hardened leather armour (3 def, 12 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +23% lightning / +5% arcane / +6% light / +6% acid Mental save: +36 (+12 eff.) Poison immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Ce'Nyrebeth the hardened leather armour (12 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Defense: +12 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +6% acid / +3% light / +6% blight / +6% fire / +8% mind Mental save: +16 (+5 eff.) Maximum life: +50.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +13% light / +14% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour of natural resilience (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +13% nature / +17% blight Reduced damage from: +10% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of cold resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +20% cold Life regen: +4.80 Stamina each turn: +1.60 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of temporal resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +20% temporal A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked reinforced leather armour of the hero (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes stats: +5 Str / +5 Dex / +4 Mag / +6 Wil / +7 Cun Maximum life: +47.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +11% light / +13% darkness A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
dwarven-steel shield 'Porovena' (8 def, 2 armour, 31.5-37.8 power, 80.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +80 Damage (Melee): +13 acid / +13 temporal / +12 mind Burst (radius 2) on crit: +12 light / +22 darkness When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 13% chance to corrode armour by 30% Damage when hit (Melee): 13 temporal Changes stats: +3 Con / +1 Wil Changes resistances: +14% acid / +13% temporal / +7% light / +7% darkness Changes resistances penetration: +5% mind Changes damage: +9% mind Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (342) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Siluwen the Burnfiend (20/20, 33-46.2 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 Damage (Ranged): +24 arcane / +16 fire Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +12 arcane / +4 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.acidic quiver of yew arrows of vileness (16/16, 32-44.8 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 On weapon hit: * 11% chance to disease On weapon crit: * splashes the target with acid Damage (Ranged): +14 acid / +8 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.barbed quiver of elven-wood arrows of erosion (17/17, 43.5-60.9 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Damage (Ranged): +15 bleed / +17 nature / +15 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of vileness (18/21, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to disease Damage (Ranged): +17 blight Arrows are used with bows to pierce your foes to death. |
1363 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. |
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. |
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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Layymina the dwarven-steel pickaxe (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str Changes resistances: +5% physical Changes resistances penetration: +10% physical Physical save: +8 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +9 (+3 eff.) Life regen: +1.20 Maximum life: +56.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Armydorand' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -16% Changes stats: +6 Str / +10 Mag / +3 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Shadelord' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 8 darkness Changes stats: +2 Str Changes resistances: +9% temporal / +9% fire Blindness immunity: +5% Poison immunity: +10% Disarm immunity: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.4 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.miner's dwarven-steel pickaxe (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 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. |
Blazerip the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +12% light Changes damage: +6% light / +27% acid Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
TurystaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Wil / +7 Con Maximum life: +44.00 Light radius: +2 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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.Stormquencher (19/19, 48-57.6 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 48.0 - 57.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 40% chance to daze at end of turn Travel speed: +200% Damage (Ranged): +20 lightning / +14 cold When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Cracklepower the steel torque of psychoportation [power 30] (6/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Wil Changes resistances: +27% lightning Grants telepathy: Dragon Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Sewerwither the dwarven-steel torque of kinetic psionic shield [power 71] (6/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% nature See invisible: +12 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 71 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Cutherim the yew totem of cure ailments [power 3] (6/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% blight Changes resistances penetration: +15% mind Blindness immunity: +20% Cut immunity: +25% Silence immunity: +20% Only die when reaching: -40.00 life It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Betarin [power 11] (6/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +10 Cun Changes damage: +27% mind Talent granted: +3 Void Blast Psi when hit: +0.12 Mindpower: +6 (+3 eff.) Mental crit. chance: +4% It can be used to reveal the area around you, dispelling darkness (radius 11, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
This item will automatically be transmogrified when you leave the level.Pyrejam [power 12] (6/6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -12% Changes stats: +3 Con / +3 Mag Maximum wards: +3 lightning / +3 temporal / +2 blight / +3 fire / +4 cold Changes damage: +6% fire Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Infravision radius: +2 See invisible: +12 It can be used to reveal the area around you, dispelling darkness (radius 12, power 85 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
arcane elm wand of clairvoyance [power 9] (6/6 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 82 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of trap destruction 'Shinekin' [power 106] (6/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +3% fire Changes damage: +9% light Talent cooldown: Strike (-1 turn) Talents granted: +3 Strike +5 Void Blast Reduces incoming crit damage: 10.00% Blindness immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life It can be used to disarm traps (106 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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, costing 30 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. |
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. |
2 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sunnyboy the Ogre Sun Paladin level 34
66th Pyre 123rd year of Ascendancy at 21:10 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Sunnyboy the Ogre Sun Paladin level 34
65th Pyre 123rd year of Ascendancy at 00:53 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Sunnyboy the Ogre Sun Paladin level 30
17th Pyre 123rd year of Ascendancy at 13:36 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Sunnyboy the Ogre Sun Paladin level 28
61st Regrowth 123rd year of Ascendancy at 11:59 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sunnyboy the Ogre Sun Paladin level 6
6th Flare 122nd year of Ascendancy at 01:15 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sunnyboy the Ogre Sun Paladin level 31
29th Pyre 123rd year of Ascendancy at 02:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sunnyboy the Ogre Sun Paladin level 21
8th Allure 123rd year of Ascendancy at 21:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sunnyboy the Ogre Sun Paladin level 29
1st Time of Balance 123rd year of Ascendancy at 12:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sunnyboy the Ogre Sun Paladin level 10
18th Dusk 122nd year of Ascendancy at 05:33 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sunnyboy the Ogre Sun Paladin level 20
37th Haze 122nd year of Ascendancy at 11:30 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sunnyboy the Ogre Sun Paladin level 30
16th Pyre 123rd year of Ascendancy at 18:58 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sunnyboy the Ogre Sun Paladin level 16
66th Dusk 122nd year of Ascendancy at 00:48 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Sunnyboy the Ogre Sun Paladin level 27
48th Regrowth 123rd year of Ascendancy at 21:08 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sunnyboy the Ogre Sun Paladin level 31
26th Pyre 123rd year of Ascendancy at 04:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sunnyboy the Ogre Sun Paladin level 20
63rd Haze 122nd year of Ascendancy at 16:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sunnyboy the Ogre Sun Paladin level 7
3rd Dusk 122nd year of Ascendancy at 15:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sunnyboy the Ogre Sun Paladin level 20
61st Haze 122nd year of Ascendancy at 10:58 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Sunnyboy the Ogre Sun Paladin level 22
10th Regrowth 123rd year of Ascendancy at 14:28 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sunnyboy the Ogre Sun Paladin level 20
54th Haze 122nd year of Ascendancy at 02:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sunnyboy the Ogre Sun Paladin level 14
55th Dusk 122nd year of Ascendancy at 11:29 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sunnyboy the Ogre Sun Paladin level 27
60th Regrowth 123rd year of Ascendancy at 12:24 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sunnyboy the Ogre Sun Paladin level 34
64th Pyre 123rd year of Ascendancy at 09:29 see stats
Log
Sunnyboy hits Ghast for (100 absorbed), 1 physical, 19 temporal, 24 light, 9 arcane (56 total damage).
Sunnyboy hits Something for (2 absorbed), 0 fire, (2 absorbed), 0 fire (1 total damage).
Sunnyboy hits Armoured skeleton warrior for (5 absorbed), 0 acid, (2 absorbed), 0 fire, (5 absorbed), 0 acid, (2 absorbed), 0 fire (2 total damage).
Sunnyboy hits Isewe the patchwork troll for (3 absorbed), 0 fire, (3 absorbed), 0 fire (1 total damage).
Sunnyboy hits Skeleton mage for (2 absorbed), 0 fire, (2 absorbed), 0 fire (1 total damage).
Sunnyboy hits Skeleton master archer for (2 absorbed), 0 fire, (2 absorbed), 0 fire (1 total damage).
Sunnyboy killed Ghast!
Skeleton master archer uses Pinning Shot.
A shield forms around Sunnyboy.
Skeleton mage receives 158 healing from Sunnyboy's healing light area effect.
Armoured skeleton warrior receives 160 healing from Sunnyboy's healing light area effect.
Skeleton mage receives 158 healing from Sunnyboy's healing light area effect.
Isewe the patchwork troll receives 170 healing from Sunnyboy's healing light area effect.
Sunnyboy receives 171 healing from Sunnyboy's healing light area effect.
Skeleton master archer receives 160 healing from Sunnyboy's healing light area effect.
Sunnyboy resists!
Skeleton master archer's Pinning Shot hits Sunnyboy for (101 absorbed), 0 physical (0 total damage).
Glomina the forest troll casts Invoke Darkness.
Your shield crumbles under the damage!
The shield around Sunnyboy crumbles.
Armoured skeleton warrior uses Disarm.
Sunnyboy is disarmed!
Sunnyboy hits Armoured skeleton warrior for (6 absorbed), 0 light, (7 absorbed), 0 acid, (1 absorbed), 0 physical, (5 absorbed), 0 blight, (1 absorbed), 0 arcane, (7 absorbed), 0 temporal (3 total damage).
Shield of Light hits Sunnyboy for 22 healing, 22 healing, 22 healing (0 total damage) [67 healing].
Glomina the forest troll hits Sunnyboy for (69 absorbed), 130 darkness (131 total damage).
Armoured skeleton warrior hits Sunnyboy for 89 physical, 6 acid (95 total damage).
Isewe the patchwork troll casts Drain.
Isewe the patchwork troll performs a melee critical strike against Sunnyboy!
Sunnyboy shrugs off the critical damage!
Saving game...


















































































































































