









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Possessor Bonus Class 1.7.4Donators/Buyers bonus! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Vampire |
Class | Dread Necromancer |
Level / Exp | 36 / 47% |
Size | medium |
Lifes / Deaths | Killed by Arevena the warg at level 5 on the 10th Mirth 122nd year of Ascendancy at 21:18 3 / 4Killed by Yvodhera the rattlesnake at level 5 on the 1st Summertide 122nd year of Ascendancy at 02:38 Killed by Zubyriathra the skeleton warrior at level 28 on the 58th Haze 122nd year of Ascendancy at 21:08 Killed by Xerawe the orc grand master assassin at level 35 on the 53rd Pyre 123rd year of Ascendancy at 13:24 |
Primary Stats
Strength | 33 (base 23) |
Dexterity | 61 (base 37) |
Constitution | 75 (base 60) |
Magic | 116 (base 60) |
Willpower | 88 (base 52) |
Cunning | 67 (base 30) |
Resources
Life | 624/624 |
Mana | 585/585 |
Soul | 3/5 |
Vim | 240/240 |
Healing Factor | 1.5295578233781 |
Regeneration | 8.4890459197485 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +117.29957955368% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 74.580620465328 |
See Invisible | 74.580620465328 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 54 |
Accuracy | 56 |
Crit Chance | 23% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Fire | +17% |
Acid | +29% |
Nature | +23% |
Darkness | +65% |
Cold | +60% |
Physical | +16% |
Mind | +17% |
All | +8% |
Offense: Damage Penetration
Arcane | +35% |
Darkness | +97% |
Cold | +127% |
All | +25% |
Defense: Base
Armour (hardiness) | 80.557338006866 (73.820288914498%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 55 |
Mental Save | 50 |
Defense: Resistances
Nature | + 19%( 70%) |
Lightning | + 20%( 70%) |
Light | -12%( 70%) |
Temporal | + 40%( 70%) |
Darkness | + 62%( 70%) |
Cold | + 58%( 70%) |
Mind | + 22%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 27% |
Bleed Resistance | 100% |
Confusion Resistance | 28% |
Fear Resistance | 100% |
Stun Resistance | 27% |
Poison Resistance | 100% |
Disarm Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 612 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1023% for 10 turns (545 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 680 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Ghoul mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Death | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Skeletal mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Spirit mastery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / High necromancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Spell / Soul | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Vampire | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 1.20 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Necromancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Spirit Parasite |
talent | Death's Embrace |
talent | Spirit Feed |
beneficial effect | Will gain 1 Soul after gaining 100 fragments. Soul Fragments |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Arevena the warg. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Zubewe the skeleton archer. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Lisaba the ghast. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +27% Confusion immunity: +28% Stun/Freeze immunity: +27% A pair of boots made of leather. |
Light source | Astrion's Eye Astrion's EyePowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% Damage (Melee): 11 frost burn Damage (Ranged): 11 frost burn Damage against: +7% Elemental Damage affinity(heal): +5% cold Maximum life: +40.00 Spell crit. chance: +3% Light radius: +3 It can be used to Unleash enveloping darkness, inflicting 410.85 Darkness damage in radius 3 (based on Magic), possibly blinding creatures in the area for 6 turns Activation costs 20 power out of 30/30. A glowing blue crystal said to have been once been part of a powerful ice elemental. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Mag Changes resistances: +15% cold Changes damage: +10% cold Physical save: +3 (+1 eff.) Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +15 (+5 eff.) Armour: +12 Changes stats: +2 Dex / +3 Con Changes resistances penetration: +10% cold Changes damage: +6% cold It can be used to fire a magical bolt dealing 392 cold damage Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +6% nature / +6% cold Changes resistances penetration: +25% cold Changes damage: +21% acid / +15% nature / +6% all Spellpower: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +7 Str / +5 Dex / +6 Mag / +6 Wil Changes damage: +9% fire / +9% cold Spellpower: +12 (+3 eff.) Light radius: +3 Infravision radius: +3 Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +7% lightning Changes resistances penetration: +8% cold Changes damage: +7% cold Spell crit. chance: +4% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Life regen: +1.30 Mana each turn: +0.32 Spellpower: +27 (+7 eff.) Spell crit. chance: +4% Healing mod.: +13% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 23 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 12 power out of 24/24) : Effective talent level: 5.5 Power cost: 12 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | ![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.30 Spell / Rime guard +0.10 Cunning / Stealth +0.30 Spell / Frost Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 41, based on Cunning and Magic) for 10 turns Activation costs 38 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Changes stats: +1 Mag / +1 Wil / +5 Cun Changes resistances: +16% darkness Changes resistances penetration: +13% darkness Changes damage: +12% darkness / +9% mind Stealth bonus: +10 Physical save: +9 (+3 eff.) Equilibrium when hit: +0.16 Maximum hate: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +6 Cun / +8 Con Changes resistances: +9% mind / +10% darkness Changes resistances penetration: +10% arcane Physical save: +11 (+3 eff.) Life regen: +4.00 Stamina each turn: +1.70 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +3.00 Maximum life: +46.00 Maximum hate: +9.00 Spell crit. chance: +3% Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 77.64 physical damage and 164.66 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 20%; mental; dur 2; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 542.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 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 668 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Pendant of the Sun and Moons Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 23 power out of 60/60) : Effective talent level: 4.5 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 26 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Serpentraze Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 11 frostdusk Damage (Ranged): 11 shadowflame Changes stats: +7 Mag / +6 Wil / +6 Cun Changes resistances: +6% nature Changes resistances penetration: +20% nature / +10% fire Changes damage: +3% nature Mental save: +13 (+4 eff.) Spellpower: +9 (+3 eff.) Rings make your fingers look great! |
![]() obscure stralite ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 32 Effects on ranged hit: * 9% chance to reduce armor by 43% Mental save: +7 (+2 eff.) Blindness immunity: +25% Infravision radius: +4 See stealth: +9 See invisible: +14 Rings make your fingers look great! |
![]() truestriking stralite battleaxe of evisceration (44-66 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Physical crit. chance: +7.0% Physical power: +14 (+5 eff.) Changes resistances penetration: +13% physical Massive two-handed battleaxes. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+4 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() caustic dwarven-steel dagger (14-19 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +17 acid / +16 nature When wielded/worn: Armour penetration: +8 Changes resistances penetration: +10% acid / +11% nature Sharp, short and deadly. |
![]() dwarven-steel dagger 'Jetsnake' (16-21 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +20 temporal / +20 darkness / +14 fire Damage (radius 2) on crit: +20 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes resistances: +9% darkness Sharp, short and deadly. |
![]() slagged stralite dagger of phasing (31-40 power, 21 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +15% Damage (Melee): +7 acid Damage (radius 1) on hit: +8 fire When wielded/worn: Changes resistances penetration: +8% acid Sharp, short and deadly. |
![]() Duskstalker the dwarven-steel greatmaul (40-60 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +16 darkness When wielded/worn: Defense: +30 (+6 eff.) Changes resistances penetration: +15% darkness Changes damage: +6% darkness Cut immunity: +20% Knockback immunity: +20% Massive two-handed mauls. |
![]() quick stralite greatmaul (55-82 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed mauls. |
![]() stralite greatmaul 'Blastfist' (51-76 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.0 - 76.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 lightning Damage (radius 1) on hit: +12 lightning When wielded/worn: Accuracy: +27 (+8 eff.) Armour penetration: +13 Changes stats: +2 Mag / +5 Con Changes resistances: +24% acid Changes resistances penetration: +16% physical Reduces incoming crit damage: 15.00% Massive two-handed mauls. |
![]() elemental stralite greatsword (48-78 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 118 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +31% lightning Changes damage: +19% lightning Massive two-handed swords. |
![]() stralite greatsword of extermination (46-74 power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Strike your target with a blast of Fire dealing 183 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage against: +21% Vermin / +9% Spiderkin When wielded/worn: Critical mult.: +24.00% Massive two-handed swords. |
![]() truestriking stralite greatsword of shearing (46-74 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +38 (+10 eff.) Armour penetration: +29 Changes resistances penetration: +13% physical / +13% all Massive two-handed swords. |
![]() enhanced dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +15.0% Changes stats: +11 Str / +12 Dex / +8 Mag / +12 Wil / +12 Cun / +11 Con Longbows are used to shoot arrows at your foes. |
![]() sundering dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 On weapon crit: * Sunders the enemy's armor for 5 turns. Longbows are used to shoot arrows at your foes. |
![]() Dazzleripper (33-46 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 darkness Damage (radius 1) on hit: +20 arcane Damage against: +13% Living When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes resistances penetration: +25% temporal / +10% light / +25% arcane Sharp, long, and deadly. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() slagged stralite longsword of massacre (40-55 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 acid Damage (radius 1) on hit: +9 fire When wielded/worn: Changes resistances penetration: +7% fire Sharp, long, and deadly. |
![]() Bokevor the Morningbraid (27-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +11 light Damage against: +16% Undead When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +25% light / +25% temporal Changes damage: +9% mind Critical mult.: +15.00% Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +30 (+9 eff.) Blunt and deadly. |
![]() Dourtreason (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Defense: +20 (+4 eff.) Changes resistances: +12% lightning / +18% darkness Talent granted: +1 Attune Mindstar Disarm immunity: +20% Life regen: +4.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +50 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
![]() Oloblek the Galekiss (13-14 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: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 lightning When wielded/worn: Damage (Melee): 11 mind / 9 darkness Changes resistances: +9% acid / +6% cold / +12% darkness / +9% blight Changes damage: +20% mind / +5% darkness Talent granted: +1 Attune Mindstar Psi when hit: +0.20 Mindpower: +33 (+10 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. |
![]() honing pulsing mindstar (12-13 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: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +6% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 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. hexed stralite ritual blade of wizardry (20-26 power, 9 apr)hexed stralite ritual blade of wizardry (20-26 power, 9 apr) Requires: - Magic 28 - Dexterity 28 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 4 Base power: 20.0 - 26.0 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * curse the target reducing their resistances by a third of your spellpower, for 4 turns When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +11% arcane Maximum mana: +26.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Manathrust (10% chance level 3). Sharp, short and deadly. |
![]() Eilinunne (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +2 Mag Changes resistances: +12% mind Changes damage: +12% temporal / +25% fire Talent granted: +1 Command Staff Blindness immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +4.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.8 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 166.75 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Gravitational Staff (30-36 power, 8 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+7 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 11 power out of 14/14) : Effective talent level: 4.5 Power cost: 11 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 150.99 physical (gravity) damage. Each target moved beyond the first increases the damage by 18.87 (up to a maximum of 75.50 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() Nerynn (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances penetration: +15% mind Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +38.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +17% Mental crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() Pitchgash (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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Mag Changes resistances penetration: +15% darkness Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +15.00% Spell save: +6 (+2 eff.) Mana each turn: +0.28 Vim when firing critical spell: +2.00 Maximum mana: +158.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich's elven-wood starstaff of breaching (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +4 Con Changes resistances penetration: +12% darkness Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum vim: +24.00 Maximum neg.energy: +27.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich's elven-wood vilestaff (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +4 Cun / +2 Con Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +22.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum vim: +30.00 Maximum neg.energy: +35.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() greater elven-wood magestaff of wizardry (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Maximum mana: +60.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood magestaff of channeling (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +23.00% Mana each turn: +0.33 Spellpower: +29 (+7 eff.) Spell crit. chance: +4% See invisible: +5 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 23 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's dragonbone vilestaff of blood (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 draining blight When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 24 arcane Changes damage: +30% blight Talent granted: +1 Command Staff Maximum mana: +99.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +5% Life leech chance: +7% Life leech: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 24 arcane Changes stats: +2 Mag / +4 Wil Changes damage: +25% darkness Talent granted: +1 Command Staff Maximum mana: +128.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() caustic orite trident (42-66 power, 13 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +21 acid / +27 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +28% acid / +19% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() warbringer's orite trident of erosion (36-58 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Physical power: +13 (+5 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +18% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Cuthodravon the Blizzardnaught (33-46 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 60% * 25% chance to afflict the target with Bleed, causing 141 Physical damage over 5 turns. * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +16 cold When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Physical power: +10 (+4 eff.) Changes resistances: +6% acid / +6% fire / +9% blight Changes resistances penetration: +9% all Changes damage: +17% physical One-handed war axes. |
![]() Gleamwell the stralite waraxe (30-43 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Haywire, causing 150 Lightning damage over 5 turns and giving them a 22% chance to fail using talents. Damage (radius 2) on crit: +12 arcane When wielded/worn: Changes resistances: +9% fire / +9% light / +9% cold Changes damage: +17% lightning / +18% fire / +24% light / +9% cold Mindpower: +10 (+4 eff.) One-handed war axes. |
![]() dwarven-steel waraxe 'Urthuldir' (18-24 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 32 Damage (Melee): +10 blight Damage (radius 2) on crit: +20 arcane / +16 acid When wielded/worn: Changes resistances: +6% acid Changes damage: +6% physical Critical mult.: +20.00% Physical save: +6 (+2 eff.) One-handed war axes. |
![]() enhanced stralite waraxe (32-45 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +7 Dex / +4 Mag / +7 Wil / +7 Cun / +8 Con One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +1% physical / +6% light / +3% darkness Changes damage: +9% cold Mental save: +9 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +12 Dex / +2 Wil / +10 Cun / +8 Lck Reduces incoming crit damage: 10.00% Trap disarming bonus: +20 Stealth bonus: +11 Light radius: +3 Infravision radius: +5 See invisible: +24 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() grounding hardened leather belt of recklessness Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Changes resistances: +10% lightning / +10% temporal Critical mult.: +9.00% A belt that goes around your waist. |
![]() insulating hardened leather belt of shielding Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +5% fire / +9% cold It can be used to create a temporary shield that absorbs 185 damage Activation puts all charms on cooldown for 23 turns. A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 10 cold Changes stats: +4 Mag / +4 Wil Changes resistances: +27% lightning Changes resistances penetration: +10% acid / +25% cold Spell save: +9 (+3 eff.) Maximum mana: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+7 eff.) Changes stats: +2 Dex Changes damage: +9% darkness Physical save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Knockback immunity: +20% Life regen: +4.00 Mindpower: +5 (+2 eff.) Slows Projectiles: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 38 power out of 50/50) : Effective talent level: 2.5 Power cost: 38 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 12 power out of 20/20) : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() destroyer's silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +5% all Critical mult.: +20.00% Spellpower: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe of fire (+33%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +13% all / +33% fire Changes damage: +22% fire Mana each turn: +0.19 Psi each turn: +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +11% blight / +13% all Life regen: +3.10 Mana each turn: +0.27 Psi each turn: +0.25 Maximum life: +86.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() prismatic elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% acid / +14% physical / +17% fire / +13% cold / +15% all Changes resistances cap: +7% all Changes resistances penetration: +11% all Changes damage: +12% acid / +14% physical / +21% fire / +5% cold Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Mana each turn: +0.10 Maximum mana: +49.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed silk robe (5 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +3 Mag Changes resistances: +11% darkness / +7% light / +13% all Changes damage: +13% light Maximum life: +41.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 32 * 20% chance to slow global speed by 60% * 20% chance to reduce damage dealt by 26% Changes stats: +4 Con Changes resistances penetration: +10% darkness Changes damage: +12% nature / +21% darkness It can be used to jump to a nearby location within range 6. The impact of your landing deals 61 physical damage (based on Strength), and knocks all enemies in a radius of 3 back up to 3 spaces away Activation costs 30 power out of 40/40. A pair of boots made of leather. |
![]() Gloomlady the drakeskin leather gloves (25 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +6.0% Armour: +3 Defense: +25 (+5 eff.) Damage (Melee): 10 lightning Changes resistances: +9% lightning / +2% physical Changes resistances penetration: +10% darkness Changes damage: +10% lightning Critical mult.: +20.00% Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() corrosive voratun gauntlets of archery (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +9 Armour: +3 Fatigue: +5% Damage (Melee): 11 acid Changes stats: +8 Cun / +5 Dex Changes resistances: +8% acid Changes damage: +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 darkness Changes resistances: +15% light / +6% temporal / +21% darkness / +20% nature Changes damage: +18% darkness / +15% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 30 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() defender's dwarven-steel helm of precognition (12 def, 10 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +10 Defense: +12 (+3 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun Changes resistances: +5% all Physical save: +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Bethota (9 def, 12 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Fatigue: +12% Changes stats: +7 Wil / +7 Con Changes resistances: +10% acid / +11% cold / +12% darkness / +25% lightning Allows you to breathe in: water Mental save: +18 (+6 eff.) Pinning immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
![]() Cyruldarin the stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +7 Wil / +7 Con Changes resistances: +26% cold / +26% fire Changes damage: +9% blight Spell save: +9 (+3 eff.) Mental save: +16 (+5 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +5% A suit of armour made of mail. |
![]() stralite mail armour of the deep (4 def, 9 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +10% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() Mirepride the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +3 Cun / +2 Wil Changes damage: +21% nature Equilibrium when hit: +0.40 Psi when hit: +0.12 Maximum life: +41.00 Mental crit. chance: +4% A suit of armour made of leather. |
![]() ceremonial drakeskin leather armour of Vandryr (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +4 Dex / +6 Mag Critical mult.: +17.00% Spell save: +17 (+6 eff.) Spellpower: +8 (+2 eff.) Spell crit. chance: +4% A suit of armour made of leather. |
![]() cleansing reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +14% blight / +21% cold / +15% nature A suit of armour made of leather. |
![]() nimble drakeskin leather armour of the hero (28 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +28 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +12 Dex / +6 Mag / +6 Wil / +6 Cun Maximum life: +41.00 Movement speed: +20% A suit of armour made of leather. |
![]() resolute drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +7 Con Physical save: +15 (+5 eff.) Life regen: +4.00 Maximum life: +53.00 Healing mod.: +14% A suit of armour made of leather. |
![]() runecarved reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 8 arcane / 16 physical Damage when hit (Melee): 12 arcane / 10 physical Changes resistances: +16% arcane / +12% physical Critical mult.: +15.00% A suit of armour made of leather. |
![]() reviled stralite plate armour of temporal resistance (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 11 lightning / 15 blight Damage when hit (Melee): 12 lightning / 12 blight Changes resistances: +18% lightning / +23% temporal / +15% blight A suit of armour made of metal plates. |
![]() stralite shield 'Urtharain' (0 def, 8 armour, 179 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 29 lightning Damage when hit (Melee): 17 lightning Changes stats: +6 Dex Talent granted: +1 Block Physical save: +9 (+3 eff.) Spell save: +15 (+5 eff.) Disease immunity: +20% Maximum life: +100.00 Handheld deflection devices. |
![]() wrathful stralite shield (0 def, 8 armour, 142 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 177 light and fire damage to each enemy blocked Changes resistances: +9% light / +9% fire Talent granted: +1 Block Handheld deflection devices. |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+3 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 18 power out of 30/30) : Effective talent level: 2.5 Power cost: 18 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 170.5 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
Tidetickler the sandstone wardstone Tidetickler the sandstone wardstoneRequires: - Magic 10 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +4 Physical power: +10 (+4 eff.) Defense: +2 (+0 eff.) Changes resistances: +1% physical / +14% cold Reduce damage by fixed amount: +1 all Maximum wards: +2 cold Changes resistances penetration: +5% cold Changes damage: +11% cold Talent granted: +2 Ward Slows Projectiles: +10% Handheld warding devices |
defiler's sandstone wardstone of the guard defiler's sandstone wardstone of the guardRequires: - Magic 10 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% nature / +6% physical Reduce damage by fixed amount: +1 all Maximum wards: +1 nature / +1 physical Talent granted: +2 Ward Spell save: +11 (+4 eff.) Mental save: +11 (+3 eff.) See stealth: +5 Slows Projectiles: +10% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. hating obsidian wardstone of psionic wardinghating obsidian wardstone of psionic warding Requires: - Magic 25 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Wil Changes resistances: +14% lightning / +15% physical / +17% mind / +17% fire Reduce damage by fixed amount: +4 all Maximum wards: +3 lightning / +2 physical / +2 mind / +1 fire Talent granted: +3 Ward Hate each turn: +0.30 Maximum hate: +5.00 Slows Projectiles: +25% Handheld warding devices |
healer's sandstone wardstone of the guard healer's sandstone wardstone of the guardRequires: - Magic 10 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Con Changes resistances: +6% nature / +6% physical Reduce damage by fixed amount: +1 all Maximum wards: +2 nature / +2 physical Talent granted: +2 Ward Life regen: +0.80 Maximum life: +19.00 See stealth: +5 Slows Projectiles: +10% Handheld warding devices |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 75 power out of 100/100. The very essence of bearness! |
![]() high-capacity quiver of elven-wood arrows of crippling (55/55, 42-59 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +22.5% Capacity: 55 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
![]() self-loading quiver of dragonbone arrows of daylight (19/20, 55-77 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Turns elapse between self-loadings: 3 Damage (Ranged): +20 light Damage against: +24% Undead Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 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. |
![]() 0.00 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. |
![]() 0.00 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 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +15 (+3 eff.) Changes stats: +2 Str Changes resistances: +6% darkness / +7% fire Critical mult.: +10.00% Physical save: +10 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +70.00 Maximum stamina: +30.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Changes stats: +1 Str Changes resistances: +3% acid / +6% cold / +11% nature / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +6% nature / +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() voratun pickaxe 'Bethynor' (dig speed 5 turns) Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +5 Defense: +7 (+2 eff.) Changes stats: +3 Str / +4 Cun Changes resistances: +6% blight / +8% physical / +5% arcane Changes damage: +6% blight / +12% fire / +10% mind / +27% arcane Mental save: +7 (+2 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 75 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Delogorab the Freezespitter Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +12 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes resistances: +6% mind Changes resistances penetration: +25% cold Light radius: +4 It can be used to Unleash a corrosive blast of acid, inflicting 172.34 Acid damage in radius 4 (based on Cunning). Creatures in the area may take 83.5 addional acid damage and have their armor reduced by 17.0 over 6 turns Activation costs 17 power out of 30/30. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +3 Wil Changes resistances: +3% acid / +6% cold Changes resistances penetration: +5% nature Changes damage: +3% nature Damage affinity(heal): +3% mind / +4% light Reduces incoming crit damage: 5.00% Confusion immunity: +20% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +12% nature / +5% arcane Reduces incoming crit damage: 5.00% Blindness immunity: +20% Maximum life: +60.00 Spellpower: +9 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Mental save: +7 (+2 eff.) Spellpower: +8 (+2 eff.) Light radius: +6 See stealth: +11 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 150 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Blastswift (18/18, 32-38 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to slow global speed by 60% * 20% chance to knock the target back 3 spaces and deal 211 physical damage Damage (Ranged): +20 lightning / +23 physical Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +12 lightning Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of stralite shots of wind (20/20, 52-63 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 113 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() Ematta the Frozenbliss [power 370] (12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances penetration: +25% cold Critical mult.: +20.00% Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 It can be used to blast the opponent's mind dealing 433 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() soothing elven-wood totem of summon tentacle [power 265] (19 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 693 Base Damage: 345 Armor: 20 All Resist: 13 Activation puts all charms on cooldown for 19 turns. When used: * Heal for 94. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances penetration: +25% cold Changes damage: +15% cold It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 13% for 2 turns. * Increase the duration of 2 beneficial effects by 2. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Lightpassion [power 12] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +25 (+9 eff.) Armour: +4 Changes resistances: +15% light Vim when firing critical spell: +2.00 Damage Shield penetration: +30% It can be used to reveal the area around you, dispelling darkness (radius 12, power 93 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 12 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +15% acid / +20% blight / +12% lightning Changes resistances penetration: +10% darkness Blindness immunity: +20% Cut immunity: +20% Silence immunity: +20% It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lady Death the Vampire Dread Necromancer level 30
63rd Haze 122nd year of Ascendancy at 23:51 see stats
By Lady Death the Vampire Dread Necromancer level 28
59th Haze 122nd year of Ascendancy at 01:58 see stats
By Lady Death the Vampire Dread Necromancer level 35
58th Pyre 123rd year of Ascendancy at 11:43 see stats
By Lady Death the Vampire Dread Necromancer level 19
29th Dusk 122nd year of Ascendancy at 19:48 see stats
By Lady Death the Vampire Dread Necromancer level 32
34th Pyre 123rd year of Ascendancy at 00:35 see stats
By Lady Death the Vampire Dread Necromancer level 34
53rd Pyre 123rd year of Ascendancy at 01:58 see stats
By Lady Death the Vampire Dread Necromancer level 32
7th Pyre 123rd year of Ascendancy at 04:57 see stats
By Lady Death the Vampire Dread Necromancer level 4
3rd Mirth 122nd year of Ascendancy at 20:57 see stats
By Lady Death the Vampire Dread Necromancer level 30
50th Regrowth 123rd year of Ascendancy at 12:23 see stats
By Lady Death the Vampire Dread Necromancer level 21
57th Dusk 122nd year of Ascendancy at 15:43 see stats
By Lady Death the Vampire Dread Necromancer level 31
51st Regrowth 123rd year of Ascendancy at 12:38 see stats
By Lady Death the Vampire Dread Necromancer level 19
30th Dusk 122nd year of Ascendancy at 09:17 see stats
By Lady Death the Vampire Dread Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 09:45 see stats
By Lady Death the Vampire Dread Necromancer level 20
30th Dusk 122nd year of Ascendancy at 15:16 see stats
By Lady Death the Vampire Dread Necromancer level 30
61st Haze 122nd year of Ascendancy at 17:42 see stats
By Lady Death the Vampire Dread Necromancer level 22
35th Haze 122nd year of Ascendancy at 13:22 see stats
By Lady Death the Vampire Dread Necromancer level 30
62nd Haze 122nd year of Ascendancy at 05:23 see stats
By Lady Death the Vampire Dread Necromancer level 29
61st Haze 122nd year of Ascendancy at 12:14 see stats
By Lady Death the Vampire Dread Necromancer level 34
53rd Pyre 123rd year of Ascendancy at 03:28 see stats
By Lady Death the Vampire Dread Necromancer level 21
31st Dusk 122nd year of Ascendancy at 00:10 see stats
By Lady Death the Vampire Dread Necromancer level 21
58th Dusk 122nd year of Ascendancy at 04:15 see stats
By Lady Death the Vampire Dread Necromancer level 10
5th Flare 122nd year of Ascendancy at 16:03 see stats
By Lady Death the Vampire Dread Necromancer level 4
3rd Mirth 122nd year of Ascendancy at 18:10 see stats
By Lady Death the Vampire Dread Necromancer level 4
3rd Mirth 122nd year of Ascendancy at 18:10 see stats
By Lady Death the Vampire Dread Necromancer level 27
58th Haze 122nd year of Ascendancy at 03:29 see stats
Log
Ghoul activates Bone Shield.
Corpse horror activates Bone Shield.
The shield around Lady Death crumbles.
Talent Reaper's Shroud is ready to use.
Your summoned ghoul disappears.
Lisinor the gaeramarth is free of the mark.
Talent Grave Mist is ready to use.
Your summoned ghoul disappears.
Resting starts...
Talent Animate Dead is ready to use.
Your summoned ghoul disappears.
Talent Rune: Reflection Shield is ready to use.
Your summoned ghoul disappears.
Rested for 7 turns (stop reason: all resources and life at maximum).
Porywyn the spitting spider's adrenaline surge has come to an end.
Talent Dark Binding is ready to use.
Porywyn the spitting spider uses Infusion: Heroism.
Porywyn the spitting spider's skin returns to normal.
There is a ladder to the next level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
Saving game...
Saving done.