Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 48 / 22% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nyldann the copperhead snake at level 15 on the 10th Mirth 122nd year of Ascendancy at 23:52 0 / 9Killed by Layulranor the elven warrior at level 44 on the 4th Dusk 122nd year of Ascendancy at 02:41 Killed by Layulranor the elven warrior at level 44 on the 4th Dusk 122nd year of Ascendancy at 03:59 Killed by Layulranor the elven warrior at level 44 on the 4th Dusk 122nd year of Ascendancy at 07:25 Killed by Adywe the elven guard at level 47 on the 4th Dusk 122nd year of Ascendancy at 14:23 Killed by Xerytira the elven blood mage at level 48 on the 4th Dusk 122nd year of Ascendancy at 16:09 Killed by Xerytira the elven blood mage at level 48 on the 4th Dusk 122nd year of Ascendancy at 18:24 Killed by Adywe the elven guard at level 48 on the 4th Dusk 122nd year of Ascendancy at 20:06 Killed by Adywe the elven guard at level 48 on the 4th Dusk 122nd year of Ascendancy at 20:17 |
Primary Stats
| Strength | 140 (base 60) |
| Dexterity | 71 (base 44) |
| Constitution | 79 (base 60) |
| Magic | 51 (base 10) |
| Willpower | 84 (base 29) |
| Cunning | 38 (base 10) |
Resources
| Life | -166/1890 |
| Stamina | 409/459 |
| Healing Factor | 1 |
| Regeneration | 10.831080876914 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 1 |
| Lite | 9 |
| Infravision | 10 |
| See Stealth | 13 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 295 |
| Accuracy | 68 |
| Crit Chance | 58% |
| APR | 43 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49.333333333333 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73.25 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.65 (86.818181818182%) |
| Defense | 40.916666666667 |
| Ranged Defense | 40.916666666667 |
| Fatigue | 0 |
| Physical Save | 55.566666666667 |
| Spell Save | 59 |
| Mental Save | 54.583333333333 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 16% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 32% |
| Disarm Resistance | 26% |
| Bleed Resistance | 100% |
| Teleport Resistance | 5% |
| Pinning Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 46.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The target's vision range is decreased by 9. Reduced Vision |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.57, and stamina regeneration by 1.11. Bloodbath |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by hornet swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Galodoldir (18 def, 4 armour) Galodoldir (18 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +18 Fatigue: +3% Changes stats: +6 Str / +4 Dex / +3 Mag / +7 Wil / +2 Cun / +8 Con Changes resistances: +5% arcane / +3% nature Changes damage: +7% physical Mental save: +15 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Size category: +1 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Arynor the quiver of elm arrows (16/16, 16-22.4 power, 5 apr) Arynor the quiver of elm arrows (16/16, 16-22.4 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +3.0% Capacity: 16 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Burst (radius 1) on hit: +8 temporal Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Poroleda' alchemist's lamp 'Poroleda'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +10% blight / +8% darkness / +6% mind / +3% acid Changes damage: +30% mind Blindness immunity: +32% Confusion immunity: +16% Spellpower: +5 Spell crit. chance: +3% Light radius: +9 Infravision radius: +5 See stealth: +13 See invisible: +20 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 29 blight damage or heals 43 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Strikeswift' (0 def, 3 armour) iron helm 'Strikeswift' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 lightning / 4 temporal Changes stats: +3 Str / +6 Lck / +3 Con Changes resistances penetration: +15% lightning / +10% temporal Changes damage: +6% lightning / +3% temporal Spell crit. chance: +3% Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe 'Harenarinarirain' (dig speed 12 turns) dwarven-steel pickaxe 'Harenarinarirain' (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical power: +8 Fatigue: -7% Changes stats: +5 Str / +1 Mag / +3 Cun Changes resistances: +12% nature Changes resistances penetration: +10% arcane Changes damage: +8% nature Critical mult.: +14.00% Mana each turn: +0.04 Maximum mana: +80.00 Infravision radius: +4 Damage Shield penetration: +40% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Tochik TochikInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +10 Defense: +9 Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% acid / +24% fire / +15% nature / +6% darkness Changes damage: +3% acid / +12% fire Spell save: +10 Disarm immunity: +26% Pinning immunity: +27% Knockback immunity: +29% Maximum life: +26.00 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
| On fingers | voratun ring 'Spidersorrow' voratun ring 'Spidersorrow'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Damage when hit (Melee): 20 nature Changes stats: +15 Mag / +12 Wil / +5 Cun / +5 Con Changes resistances: +34% darkness Changes damage: +17% darkness / +6% nature Spell save: +47 Only die when reaching: -20.00 life Maximum stamina: +33.00 Spellpower: +10 Mindpower: +8 Rings can have magical properties. |
| Around waist | Elenirain ElenirainPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Damage when hit (Melee): 8 acid Changes stats: +2 Str / +2 Dex / +10 Mag / +9 Wil Changes resistances: +6% acid Critical mult.: +7.00% Spell crit. chance: +7% Infravision radius: +1 A belt that goes around your waist. |
| In main hand | arcing voratun greatsword of ruin (61.5-98.4 power, 4 apr) arcing voratun greatsword of ruin (61.5-98.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Armour penetration: +14 Physical crit. chance: +14.0% Critical mult.: +19.00% Massive two-handed swords. |
| On hands | iron gauntlets 'Shockwoe' (0 def, 5 armour) iron gauntlets 'Shockwoe' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 7 nature / 7 fire Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +12% lightning / +6% fire / +6% nature / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +4% nature / +4% fire Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +8 Mental save: +6 Maximum life: +45.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Voridawyn (5 def, 10 armour) Voridawyn (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +17 Armour: +10 Defense: +5 Fatigue: +16% Damage when hit (Melee): 8 physical Changes stats: +7 Str / +4 Dex / +8 Mag / +21 Wil / +14 Cun Changes resistances: +16% lightning / +24% cold / +20% light / +18% darkness Critical mult.: +6.00% Physical save: +23 Mental save: +39 Stamina each turn: +0.60 Maximum life: +10.00 Spellpower: +22 Spell crit. chance: +9% Mindpower: +21 Mental crit. chance: +8% A suit of armour made of mail. |
| Cloak | linen cloak 'Dourstrike' (7 def, 0 armour) linen cloak 'Dourstrike' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +4 Defense: +7 Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +2 Cun / +2 Dex Changes resistances: +3% blight Changes damage: +9% darkness Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Emelybreba' copper amulet 'Emelybreba'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Mag / +3 Wil Changes resistances: +3% acid / +1% physical / +3% darkness Changes damage: +6% temporal Teleport immunity: +5% Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the wizard (44 nature damage, 57% healing reduction)insidious poison infusion of the wizard (44 nature damage, 57% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 44.17 nature damage per turns for 7 turns, and reducing the target's healing received by 57%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
lightning rune of the warrior (482 lightning damage) lightning rune of the warrior (482 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 160.77 to 482.30 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your 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. manasurge rune (1395% regen over 10 turns; 70 instant mana)manasurge rune (1395% regen over 10 turns; 70 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1395% over 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Daimumas the Jetcut Daimumas the JetcutInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 mind Changes stats: +5 Str / +8 Con Changes resistances: +6% darkness Changes damage: +9% mind Physical save: +16 Rings can have magical properties. |
marksman's copper ring of nature (+20%) marksman's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 Spell save: +6 Mental save: +7 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
This item will automatically be transmogrified when you leave the level. Airrebel (38.5-50.05 power, 9 apr)Airrebel (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn * 40% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +26 nature / +29 temporal When wielded/worn: Armour penetration: +12 Physical crit. chance: +8.0% Physical power: +10 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight / 20 lightning Changes resistances penetration: +12% physical Changes damage: +15% blight / +11% physical / +6% lightning Sharp, short and deadly. |
Balodas the steel dagger (12-15.6 power, 6 apr) Balodas the steel dagger (12-15.6 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +6 temporal / +6 nature When wielded/worn: Accuracy: +5 Changes stats: +2 Dex Changes resistances: +9% lightning Disease immunity: +15% Disarm immunity: +5% Sharp, short and deadly. |
Coallash (16.5-21.45 power, 7 apr) Coallash (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * Slows global speed by 8% * leeches stamina from the target Damage (Melee): +6 temporal / +11 darkness / +10 nature Burst (radius 2) on crit: +8 fire Damage against: +11% Living When wielded/worn: Effects on melee hit: * 40 arcane resource burn Damage when hit (Melee): 9 nature slow Changes resistances: +6% blight / +3% nature Changes resistances penetration: +8% fire Spell save: +3 Global speed: +3% Sharp, short and deadly. |
Flashfiend (12-15.6 power, 6 apr) Flashfiend (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% On weapon crit: * cripple the target Damage (Melee): +5 mind Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 138.21 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Shockravage' (13.5-17.55 power, 6 apr) steel dagger 'Shockravage' (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +6 Defense: +6 Fatigue: -4% Effects on melee hit: * 30% chance to daze Changes stats: +2 Str / +2 Dex / +1 Con Changes resistances penetration: +8% acid / +8% fire / +8% cold / +8% lightning Maximum life: +10.00 Sharp, short and deadly. |
voratun dagger 'Betimithra' (49.5-64.35 power, 9 apr) voratun dagger 'Betimithra' (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Str, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +12 blight / +36 acid When wielded/worn: Armour penetration: +10 Changes resistances: +9% acid / +6% cold / +6% fire / +6% blight Changes resistances penetration: +6% acid / +7% physical / +8% fire / +8% cold / +10% lightning Changes damage: +3% acid / +10% physical Spell save: +6 Disease immunity: +17% Sharp, short and deadly. |
Gema the Lightningpyre (17.5-26.25 power, 1 apr) Gema the Lightningpyre (17.5-26.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Accuracy: +10 Changes stats: +1 Cun / +3 Dex Changes damage: +9% lightning Critical mult.: +10.00% Mindpower: +2 Mental crit. chance: +1% Massive two-handed mauls. |
Lavawinter (17.5-26.25 power, 1 apr) Lavawinter (17.5-26.25 power, 1 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +10 fire When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +6% fire Changes resistances penetration: +9% fire Changes damage: +3% blight Global speed: +3% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed mauls. |
Smolderstun SmolderstunRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Damage (Ranged): +41 lightning When wielded/worn: Armour penetration: +1 Changes stats: +6 Str / +1 Dex Changes resistances: +3% fire Changes damage: +37% lightning / +19% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Critical mult.: +5.00% Maximum encumbrance: +20 Longbows are used to shoot arrows at your foes. |
Venomfoe VenomfoeRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * Slows global speed by 40% On weapon crit: * silences the target Damage (Ranged): +7 nature Burst (radius 1) on hit: +4 nature / +2 arcane When wielded/worn: Changes resistances penetration: +8% physical / +6% nature / +10% arcane Changes damage: +10% physical Longbows are used to shoot arrows at your foes. |
ash longbow 'Sileldawyn' ash longbow 'Sileldawyn'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +7 Physical crit. chance: +9.0% Physical power: +7 Changes stats: +3 Str Changes resistances: +12% acid / +1% physical / +3% lightning / +9% fire Cut immunity: +15% Teleport immunity: +10% Defense after a teleport: +5 Longbows are used to shoot arrows at your foes. |
Chargewinter (12-16.8 power, 2 apr) Chargewinter (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +4 lightning When wielded/worn: Physical power: +6 Damage when hit (Melee): 20 lightning Changes stats: +2 Con Changes resistances: +3% all Changes resistances penetration: +10% lightning / +7% physical / +6% nature Changes damage: +6% blight Disarm immunity: +15% Sharp, long, and deadly. |
steel mace 'Voidrot' (19-26.6 power, 3 apr) steel mace 'Voidrot' (19-26.6 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 arcane / 4 darkness Changes resistances: +6% darkness / +5% arcane Changes resistances penetration: +5% darkness Blunt and deadly. |
Adoba the Morningwind (2.5-2.75 power, 12 apr, nature damage) Adoba the Morningwind (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +24 darkness / +8 light When wielded/worn: Changes resistances: +3% light Changes damage: +15% mind Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glarerage the thorny mindstar (8.5-9.35 power, 24 apr, nature damage) Glarerage the thorny mindstar (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 20% chance to daze Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +3% light Changes damage: +9% lightning Mental save: +6 Maximum psi: +13.00 Mindpower: +13 Mental crit. chance: +6% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Poremiba the Muckvein (13.5-14.85 power, 32 apr, mind damage)Poremiba the Muckvein (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% nature Changes damage: +9% blight Spell save: +6 Mental save: +9 Mana each turn: +0.12 Maximum psi: +42.00 Maximum vim: +10.00 Spell crit. chance: +1% Mindpower: +4 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. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 319.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
This item will automatically be transmogrified when you leave the level. reinforced leather slingreinforced leather sling Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff (25-30 power, 5 apr, cold element)elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew magestaff of might (20-24 power, 4 apr, arcane element)shimmering yew magestaff of might (20-24 power, 4 apr, arcane 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +66.00 Spellpower: +9 Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, cold element)yew magestaff of illumination (20-24 power, 4 apr, cold element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 Effects on melee hit: * 14% chance to blind Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 86.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
Anakor (12.5-17.5 power, 2 apr) Anakor (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +6 Changes stats: +4 Wil Changes resistances penetration: +6% physical Changes damage: +12% acid / +7% physical Mindpower: +4 One-handed war axes. |
Eilinilrath (10-14 power, 2 apr) Eilinilrath (10-14 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn * 10% chance to corrode armor Burst (radius 1) on hit: +12 temporal When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +7.0% Defense: +7 Changes stats: +1 Mag Changes resistances penetration: +7% acid Changes damage: +12% blight Critical mult.: +12.00% Life regen: +0.80 Mana each turn: +0.16 Maximum mana: +60.00 One-handed war axes. |
Jetwither the rough leather belt Jetwither the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Changes resistances: +3% lightning / +9% light Changes resistances penetration: +20% darkness Critical mult.: +6.00% Spell save: +20 Mental save: +6 Spellpower: +3 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +21 A belt that goes around your waist. |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% cold / +5% fire Maximum encumbrance: +20 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cyrynor the Magmaransom (0 def, 0 armour) Cyrynor the Magmaransom (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid / 8 fire Changes resistances: +11% temporal / +6% fire Changes damage: +9% acid / +9% fire / +11% temporal Mental save: +17 Mindpower: +3 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duskkarma the cashmere robe (2 def, 0 armour) Duskkarma the cashmere robe (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 20 darkness Changes stats: +5 Wil / +7 Mag Changes resistances: +6% lightning / +19% light / +3% darkness Changes resistances penetration: +13% mind / +5% lightning Changes damage: +3% lightning / +13% light / +7% mind Mana each turn: +0.17 Psi each turn: +0.92 Maximum psi: +19.00 Mindpower: +6 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of nature (+28%) (5 def, 0 armour)mindwoven elven-silk robe of nature (+28%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +28% nature Changes damage: +19% nature Mental save: +29 Mindpower: +6 Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Betherinne' (0 def, 0 armour) woollen robe 'Betherinne' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Dex Changes resistances penetration: +6% mind Changes damage: +9% mind / +13% arcane Reduces incoming crit damage: 5.00% Psi each turn: +0.43 Maximum mana: +15.00 Maximum psi: +16.00 Mindpower: +6 Mental crit. chance: +2% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Olelin' (10 def, 3 armour) pair of hardened leather boots 'Olelin' (10 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +5 Armour: +3 Defense: +10 Ranged Defense: +10 Fatigue: +3% Changes stats: +1 Con Changes resistances: +3% physical Changes damage: +3% physical Critical mult.: +6.00% Life regen: +3.10 Stamina each turn: +0.40 Healing mod.: +21% A pair of boots made of leather. |
pair of rough leather boots 'Flashjam' (0 def, 1 armour) pair of rough leather boots 'Flashjam' (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 blight / 12 light Changes resistances penetration: +5% blight Maximum encumbrance: +22 Physical save: +7 Silence immunity: +23% Confusion immunity: +24% Stun/Freeze immunity: +24% Spellpower: +6 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.80 Maximum stamina: +22.00 Spellpower: +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daypeal (0 def, 1 armour) Daypeal (0 def, 1 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Effects on melee hit: * 15% chance to blind Effects when hit in melee: * 18% chance to reduce powers by 20% * 17 arcane resource burn Changes damage: +3% physical Critical mult.: +6.00% Physical save: +16 Spell save: +9 Mental save: +6 Maximum life: +40.00 Light radius: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 320.45 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
sand iron gauntlets (0 def, 6 armour) sand iron gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Chargeoath (1 def, 0 armour) Chargeoath (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Wil Changes resistances: +6% fire / +16% nature / +6% cold Changes damage: +11% nature / +9% lightning Reduces incoming crit damage: 5.00% Light radius: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Rootspar (0 def, 3 armour)Rootspar (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +9 Dex / +4 Mag / +4 Wil Changes resistances: +9% acid / +6% fire / +3% nature / +12% blight Changes damage: +8% blight / +8% arcane Spell save: +23 Spell crit. chance: +2% Infravision radius: +2 A cap made of leather. |
cashmere wizard hat 'Gundil' (2 def, 0 armour) cashmere wizard hat 'Gundil' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Wil Changes resistances: +3% acid Changes damage: +6% acid / +6% fire / +9% cold / +8% arcane / +8% lightning Physical save: +8 Spell save: +25 Mana each turn: +0.24 Mana when firing critical spell: +3.00 Spellpower: +4 Spell crit. chance: +7% Damage Shield penetration: +50% A pointy cloth hat, very wizardly... |
iron helm 'Runugorn' (0 def, 3 armour) iron helm 'Runugorn' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 mind Changes stats: +3 Dex / +1 Wil / +4 Cun Changes resistances penetration: +10% temporal Stamina when hit: +1.00 Equilibrium when hit: +1.08 Hate when firing a critical mind attack: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Drulagobers (4 def, 15 armour) Drulagobers (4 def, 15 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 Fatigue: +8% Damage when hit (Melee): 9 light Changes stats: +5 Wil / +1 Mag Changes resistances: +23% blight / +27% fire / +26% darkness Changes resistances penetration: +5% blight Physical save: +10 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum life: +43.00 Spellpower: +2 Spell crit. chance: +4% Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +8% New effects duration reduction after a teleport: +25% A suit of armour made of mail. |
Khelygen the Flamemistress (2 def, 4 armour) Khelygen the Flamemistress (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 4 fire Changes stats: +5 Cun / +4 Wil Changes resistances: +20% blight / +20% fire / +12% nature / +17% lightning Changes resistances penetration: +20% blight / +10% fire Changes damage: +15% blight Mental save: +13 A suit of armour made of mail. |
Yvibeth (3 def, 23 armour) Yvibeth (3 def, 23 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +23 Defense: +3 Fatigue: +16% Damage when hit (Melee): 8 mind Changes resistances: +8% acid / +12% darkness / +8% cold / +19% blight / +23% fire / +15% nature / +6% light Allows you to breathe in: water Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 79.22 to 237.65 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Emalelaith the Coalreeve (20 def, 15 armour) Emalelaith the Coalreeve (20 def, 15 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +20 Fatigue: +8% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning / 14 physical Changes stats: +5 Cun Changes resistances: +9% lightning / +9% physical / +12% darkness / +12% nature Changes damage: +6% lightning / +12% darkness Physical save: +23 Mental save: +15 Life regen: +18.00 Maximum life: +88.00 Healing mod.: +46% A suit of armour made of leather. |
Hurylin the rough leather armour (1 def, 2 armour) Hurylin the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances penetration: +20% acid Life regen: +2.30 Stamina each turn: +0.80 Equilibrium when hit: +0.12 Mental crit. chance: +2% A suit of armour made of leather. |
Stormterror the hardened leather armour (12 def, 12 armour) Stormterror the hardened leather armour (12 def, 12 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +12 Fatigue: +8% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 7 light / 12 lightning Changes stats: +3 Cun / +3 Wil Changes resistances: +21% acid / +7% physical / +22% darkness / +18% blight / +12% temporal / +9% lightning Changes damage: +3% lightning Physical save: +13 Mental save: +18 Light radius: +1 A suit of armour made of leather. |
Xaniseda (3 def, 7 armour) Xaniseda (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage (Melee): 9 acid / 9 fire Damage when hit (Melee): 9 acid / 9 fire / 5 light Changes stats: +5 Wil Changes resistances: +13% acid / +6% temporal / +13% darkness / +12% blight / +11% fire / +6% lightning / +9% cold Light radius: +1 A suit of armour made of metal plates. |
steel plate armour 'Olydudar' (4 def, 15 armour) steel plate armour 'Olydudar' (4 def, 15 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 Fatigue: +16% Changes stats: +1 Str / +10 Wil / +8 Cun Changes damage: +15% arcane / +12% blight Physical save: +7 Spell save: +9 Mental save: +27 Infravision radius: +2 A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of resilience (8 def, 2 armour, 83 block)dwarven-steel shield of resilience (8 def, 2 armour, 83 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Talent granted: +3 Block Maximum life: +63.00 Handheld deflection devices. |
stralite shield 'Cyrygawen' (10 def, 2 armour, 135 block) stralite shield 'Cyrygawen' (10 def, 2 armour, 135 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +1 Wil Changes resistances: +24% lightning / +25% fire / +15% mind Maximum wards: +2 lightning / +5 temporal / +5 blight / +4 fire / +4 cold Changes resistances penetration: +5% mind Talents granted: +4 Block +1 Ward Spell save: +6 Maximum mana: +20.00 Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
61 alchemist agate 61 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
ruby 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots 'Zubira' (13/13, 21.5-25.8 power, 2 apr) pouch of steel shots 'Zubira' (13/13, 21.5-25.8 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +12.5% Capacity: 13 On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to curse the target On weapon crit: * cripple the target Damage (Ranged): +12 temporal / +11 darkness / +13 blight / +4 arcane Burst (radius 1) on hit: +4 temporal Shots are used with slings to pummel your foes to death. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 95 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Poletta the dragonbone totem of healing [power 222] (14/20 cooldown) Poletta the dragonbone totem of healing [power 222] (14/20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Wil Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +10% acid Talents granted: +3 Rushing Claws +1 Ward Equilibrium when hit: +0.16 Psi when hit: +0.20 Maximum psi: +10.00 It can be used to heal the target for 222, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Belowyn [power 153] (14/8 cooldown) Belowyn [power 153] (14/8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Talent granted: +4 Strike Spell save: +6 Mental save: +25 Blindness immunity: +5% Cut immunity: +15% Confusion immunity: +5% Pinning immunity: +15% It can be used to creates a wall of flames lasting for 4 turns (dam 153 overall), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Uniques)
Survived the Fearscape!By The Hogfather the Skeleton Berserker level 41
3rd Flare 122nd year of Ascendancy at 06:39 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Hogfather the Skeleton Berserker level 44
4th Flare 122nd year of Ascendancy at 00:23 see stats
Level 10 (Uniques)
Got a character to level 10.By The Hogfather the Skeleton Berserker level 10
6th Mirth 122nd year of Ascendancy at 18:12 see stats
Level 20 (Uniques)
Got a character to level 20.By The Hogfather the Skeleton Berserker level 20
1st Summertide 122nd year of Ascendancy at 14:11 see stats
Level 30 (Uniques)
Got a character to level 30.By The Hogfather the Skeleton Berserker level 30
3rd Summertide 122nd year of Ascendancy at 06:34 see stats
Level 40 (Uniques)
Got a character to level 40.By The Hogfather the Skeleton Berserker level 40
2nd Flare 122nd year of Ascendancy at 23:39 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By The Hogfather the Skeleton Berserker level 41
3rd Flare 122nd year of Ascendancy at 06:39 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By The Hogfather the Skeleton Berserker level 24
2nd Summertide 122nd year of Ascendancy at 04:35 see stats
That was close (Uniques)
Killed your target while having only 1 life left.By The Hogfather the Skeleton Berserker level 26
2nd Summertide 122nd year of Ascendancy at 12:49 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By The Hogfather the Skeleton Berserker level 44
4th Flare 122nd year of Ascendancy at 03:53 see stats
Unstoppable (Uniques)
Returned from the dead.By The Hogfather the Skeleton Berserker level 48
4th Dusk 122nd year of Ascendancy at 20:06 see stats
Log
The Hogfather is crippled.
The Hogfather hits Adywe the elven guard for 4 lightning, 2 temporal, 11 nature, 4 acid, 4 physical, 4 lightning, 2 temporal, 11 nature, 4 acid, 4 physical (51 total damage).
Adywe the elven guard hits The Hogfather for 772 physical, 429 physical, 0 arcane, 0 arcane (1201 total damage).
Something misses The Hogfather.
The Hogfather uses Death Dance.
The Hogfather performs a melee critical strike against Adywe the elven guard!
The Hogfather revels in the spilt blood and grows stronger!
Adywe the elven guard starts to bleed.
Something evades The Hogfather.
The Hogfather hits Adywe the elven guard for 822 physical, 9 lightning, 0 arcane, 3 fire, 3 nature (837 total damage).
Adywe the elven guard uses Sticky Smoke.
Something misses The Hogfather.
The Hogfather is surrounded by a thick smoke.
The Hogfather is not cripple anymore.
The Hogfather has recovered!
Bleeding from The Hogfather hits Adywe the elven guard for 104 physical damage.
Adywe the elven guard uses Nightshade Trap.
Adywe the elven guard performs a melee critical strike against The Hogfather!
Adywe the elven guard performs a melee critical strike against The Hogfather!
The Hogfather hits Adywe the elven guard for 3 lightning, 2 temporal, 9 nature, 4 acid, 5 physical, 3 lightning, 2 temporal, 9 nature, 4 acid, 5 physical (46 total damage).
Adywe the elven guard hits The Hogfather for 305 physical, 161 physical, 0 arcane (466 total damage).
Something misses The Hogfather.
Talent Stunning Blow is ready to use.
Bleeding from The Hogfather hits Adywe the elven guard for 104 physical damage.
Something misses The Hogfather.
Adywe the elven guard uses Nightshade Trap.
Adywe the elven guard performs a melee critical strike against The Hogfather!
Adywe the elven guard performs a melee critical strike against The Hogfather!
Saving game...
