Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 198 / 61% |
Size | huge |
Lifes / Deaths | Killed by Salille the giant grey rat at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:37 / 7Killed by Ivuma the large brown snake at level 47 on the 1st Dusk 122nd year of Ascendancy at 11:21 Killed by Ce'Nalaith the nightmare horror at level 82 on the 10th Dusk 122nd year of Ascendancy at 01:54 Killed by Aerothra the elven cultist at level 117 on the 22nd Dusk 122nd year of Ascendancy at 02:18 Killed by Silykira the elven elite warrior at level 123 on the 23rd Dusk 122nd year of Ascendancy at 08:08 Killed by Androb the halfling at level 136 on the 44th Dusk 122nd year of Ascendancy at 06:03 Killed by Betydhevena the skeleton warrior at level 180 on the 69th Dusk 122nd year of Ascendancy at 04:50 |
Primary Stats
Strength | 188 (base 100) |
Dexterity | 159 (base 100) |
Constitution | 200 (base 100) |
Magic | 199 (base 100) |
Willpower | 217 (base 100) |
Cunning | 200 (base 100) |
Resources
Mana | 2455/2455 |
Paradox | 513 |
Vim | 976/976 |
Life | 8931/8931 |
Souls | 32/32 |
Stamina | 1298/1298 |
Positive | 0/621 |
Healing Factor | 2.32 |
Regeneration | 35.148 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 27 |
Infravision | 25 |
See Stealth | 66.310000226448 |
See Invisible | 159.19877446888 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 456 |
Accuracy | 125 |
Crit Chance | 169% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 122.57142857143 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 117.31666666667 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +24% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 340.56001155694 (100%) |
Defense | 133.2746327917 |
Ranged Defense | 135.56034707741 |
Fatigue | 0 |
Physical Save | 148.27360677583 |
Spell Save | 130.85555060095 |
Mental Save | 114.06944444444 |
Defense: Resistances
All | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Confusion Resistance | 49% |
Poison Resistance | 90% |
Blind Resistance | 35% |
Silence Resistance | 100% |
Pinning Resistance | 79% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 814 damage for 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 36 for 13 turns. While Heroism is active, you will only die when reaching -1414 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 44% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1484% over 10 turns and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Spell / Animus | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Nightfall | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Grave | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Shades | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Necrotic minions | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Advanced necrotic minions | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Necrosis | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Chronomancy / Chronomancy | 1.10 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Celestial / Chants | 1.00 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Race / Shalore | 1.20 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Technique / Combat training | 1.20 |
| 18/5 |
| 12/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Stone alchemy | 1.00 |
| 18/5 |
| 18/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Staff combat | 1.20 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Technique / Conditioning | 1.00 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Divination | 1.40 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Spell / Conveyance | 1.40 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Corruption / Hexes | 1.20 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
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| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Animus Hoarder |
talent | Probability Travel |
talent | Through The Crowd |
talent | Keen Senses |
talent | Secrets of the Eternals |
talent | Frostdusk |
talent | Daunting Presence |
talent | Defensive Posture |
talent | Vampiric Gift |
talent | Necrotic Aura |
talent | Will o' the Wisp |
talent | Premonition |
talent | Contingency |
talent | Chant of Fortitude |
beneficial effect | The target consumed souls to gain new powers. 11 spells affected. Essence of the Dead |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 107, and granting a 26% chance to ignore critical hits. Precognition |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 10112. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed naga tongue. * You've found the needed sandworm tooth. | active |
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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | Beluma the Festerquencher (4 def, 1 armour) Beluma the Festerquencher (4 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to daze * 10% chance to gain 10% of a turn Changes stats: +3 Str / +4 Dex / +5 Mag / +8 Wil / +6 Con / +7 Lck Changes resistances: +15% nature / +12% lightning Changes resistances penetration: +5% lightning / +6% physical Changes damage: +6% nature / +3% lightning Stealth bonus: +7 Stamina each turn: +0.40 Mana each turn: +0.20 Maximum life: +36.00 Maximum mana: +27.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Mindpower: +5 (+1 eff.) Movement speed: +10% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 7 turns. A pair of boots made of leather. |
Light source | Belena the brass lantern Belena the brass lanternPowered by arcane forces Crafted by a master Infused by psionic forces -2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Defense: +7 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 28 fire Changes stats: +5 Cun / +16 Mag Changes resistances: +31% temporal / +7% darkness / +12% fire / +5% arcane / +6% cold / +3% mind / +14% light Changes resistances penetration: +20% mind / +7% all Changes damage: +12% arcane / +9% mind / +7% light / +14% darkness Damage affinity(heal): +5% light / +10% darkness Physical save: +10 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +23 (+4 eff.) Blindness immunity: +25% Confusion immunity: +14% Spellpower: +32 (+5 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +20 Infravision radius: +11 See stealth: +9 See invisible: +9 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to activate talent Moonlight Ray, placing all other charms into a 3 cooldown : Effective talent level: 4.0 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 584.63 damage. The damage dealt will increase with your Spellpower. 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. |
On head | drakeskin leather cap 'Gleamwisp' (12 def, 5 armour) drakeskin leather cap 'Gleamwisp' (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +8 Physical power: +12 (+2 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +11 Str / +19 Dex / +5 Mag / +11 Wil / +20 Cun / +5 Con Changes resistances: +15% physical / +17% light / +44% darkness Changes resistances penetration: +10% light / +10% mind Changes damage: +18% mind Grants telepathy: Humanoid/Orc Physical save: +37 (+5 eff.) Mental save: +6 (+1 eff.) Mental crit. chance: +2% Infravision radius: +8 Heals friendly targets nearby when you use a nature summon: +10 A cap made of leather. |
On hands | heroic hardened leather gloves of regeneration (0 def, 7 armour) heroic hardened leather gloves of regeneration (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Mental save: +11 (+2 eff.) Life regen: +3.60 Stamina each turn: +0.90 Psi each turn: +0.28 Maximum life: +64.00 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dragonbone wand of firewall 'Glitterransom' [power 353] (2 cooldown) dragonbone wand of firewall 'Glitterransom' [power 353] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +2 Damage when hit (Melee): 8 physical Changes resistances: +6% light Maximum wards: +10 lightning / +10 temporal / +10 blight / +8 fire / +10 cold Changes resistances penetration: +15% arcane Talents granted: +5 Strike +10 Volcano +2 Ward Critical mult.: +10.00% Life regen: +0.40 Stamina each turn: +0.20 Maximum stamina: +15.00 Healing mod.: +15% It can be used to creates a wall of flames lasting for 4 turns (dam 353 overall), putting all charms on cooldown 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 | Manidas the Torchonslaught Manidas the TorchonslaughtPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +21 (+3 eff.) Physical power: +22 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +8 Str / +16 Dex / +14 Wil / +20 Cun / +14 Con Changes resistances: +30% lightning / +12% acid Changes resistances penetration: +5% blight / +15% fire / +15% mind / +5% acid Changes damage: +15% lightning / +3% fire / +18% mind / +24% acid Spell save: +32 (+5 eff.) Mental save: +25 (+4 eff.) Silence immunity: +38% Confusion immunity: +35% Stun/Freeze immunity: +35% Life regen: +3.20 Mana each turn: +0.26 Maximum stamina: +56.00 Spellpower: +8 (+1 eff.) Mindpower: +21 (+3 eff.) Rings can have magical properties. |
On fingers | Aeratir the voratun ring Aeratir the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +20 Fatigue: -8% Damage when hit (Melee): 16 blight Changes stats: +17 Str / +13 Wil / +12 Con Changes resistances: +44% blight / +34% nature / +34% acid Changes resistances penetration: +10% physical Changes damage: +17% acid Maximum encumbrance: +40 Spell save: +20 (+3 eff.) Mental save: +20 (+3 eff.) Poison immunity: +90% Disease immunity: +89% Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +50% Life regen: +7.70 Mana each turn: +0.04 Vim when firing critical spell: +4.00 Only die when reaching: -20.00 life Maximum life: +441.00 Maximum stamina: +38.00 Spellpower: +12 (+2 eff.) Healing mod.: +117% Damage Shield penetration: +40% Rings can have magical properties. |
Around neck | steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets can have magical properties. |
In main hand | Blastbiter (25-30 power, 5 apr, lightning element) Blastbiter (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +8 mind When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +22.0% Physical power: +13 (+2 eff.) Armour: +21 Armour Hardiness: +10% Defense: +11 (+2 eff.) Damage (Melee): 36 arcane / 28 fire Damage when hit (Melee): 12 mind Changes stats: +28 Mag / +18 Wil / +12 Cun / +18 Con Changes resistances: +18% lightning / +12% fire / +12% arcane / +12% cold Maximum wards: +3 lightning / +3 fire / +3 arcane / +3 cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold Grants telepathy: Dragon Humanoid/Orc Talents granted: +5 Ward +1 Command Staff Critical mult.: +86.00% Physical save: +10 (+1 eff.) Mana each turn: +0.58 Vim when firing critical spell: +14.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +503.00 Maximum vim: +88.00 Maximum neg.energy: +88.00 Spellpower: +74 (+11 eff.) Spell crit. chance: +8% Mindpower: +16 (+3 eff.) See invisible: +17 Heals friendly targets nearby when you use a nature summon: +50 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Haradobar the drakeskin leather belt Haradobar the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Physical power: +35 (+5 eff.) Armour: +45 Defense: +48 (+7 eff.) Damage when hit (Melee): 8 arcane Changes stats: +8 Str / +12 Dex / +1 Wil / +14 Cun / +17 Con / +9 Lck Changes resistances: +15% lightning / +15% temporal Reduced damage from: +45% Summoned Critical mult.: +30.00% Trap disarming bonus: +27 Stealth bonus: +29 Physical save: +92 (+12 eff.) Spell save: +14 (+2 eff.) Mental save: +23 (+4 eff.) Blindness immunity: +10% Pinning immunity: +30% Only die when reaching: -40.00 life Maximum life: +63.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +15% Light radius: +3 Infravision radius: +6 Size category: +2 It can be used to create a temporary shield that absorbs 365 damage, putting all charms on cooldown for 9 turns. A belt that goes around your waist. |
In off hand | Splendouridol the voratun shield (12 def, 89 armour, 677 block) Splendouridol the voratun shield (12 def, 89 armour, 677 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +89 Armour Hardiness: +28% Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% * 45% chance to blind Damage (Melee): 10 lightning / 10 cold Damage when hit (Melee): 20 ice / 20 nature / 30 lightning Changes stats: +2 Wil / +25 Con Changes resistances: +29% lightning / +60% physical / +3% light / +36% blight / +30% fire / +40% nature Changes damage: +9% nature Talent granted: +5 Block Critical mult.: +5.00% Physical save: +51 (+6 eff.) Spell save: +9 (+1 eff.) Maximum life: +109.00 Spellpower: +4 (+1 eff.) Light radius: +4 Handheld deflection devices. |
Cloak | Galevon (2 def, 0 armour) Galevon (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -10% Changes stats: +3 Str / +7 Dex / +23 Mag / +32 Wil / +17 Cun / +3 Con Changes resistances: +9% darkness / +9% acid Changes resistances penetration: +11% arcane Changes damage: +10% arcane Critical mult.: +19.00% Physical save: +36 (+4 eff.) Spell save: +9 (+1 eff.) Mental save: +30 (+5 eff.) Disease immunity: +10% Silence immunity: +25% Stun/Freeze immunity: +10% Knockback immunity: +20% Maximum mana: +68.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +32% Mental crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cashmere robe 'Torchjam' (2 def, 0 armour) cashmere robe 'Torchjam' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +2 (+0 eff.) Damage when hit (Melee): 4 acid Changes stats: +17 Mag / +15 Wil / +11 Cun Changes resistances: +16% temporal / +14% mind / +6% arcane Changes resistances penetration: +10% arcane / +25% fire Changes damage: +3% acid / +16% temporal / +14% darkness / +14% light / +12% fire / +14% mind / +24% all Critical mult.: +15.00% Mental save: +24 (+4 eff.) Silence immunity: +75% Mana each turn: +0.79 Psi each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum mana: +149.00 Spellpower: +97 (+14 eff.) Spell crit. chance: +35% Mindpower: +5 (+1 eff.) Mental crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (706% speed; 9 turns)movement infusion (706% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 4; dispells darkness)sun infusion (rad 10; power 22; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 4; dispells darkness)sun infusion (rad 10; power 22; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 43%; cure physical) wild infusion of the titan (resist 43%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 37%; cure mental) wild infusion of the wizard (resist 37%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 10)controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1453% regen over 10 turns; 73 instant mana) manasurge rune of the warrior (1453% regen over 10 turns; 73 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1453% over 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 656 for 3 turns) shielding rune of the wizard (absorb 656 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 656 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the psychic (range 298)teleportation rune of the psychic (range 298) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 298 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. savior's stralite amulet of visionsavior's stralite amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +22 (+3 eff.) Spell save: +22 (+3 eff.) Mental save: +22 (+4 eff.) Blindness immunity: +30% Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +4 Con Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Burncast BurncastInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +7% blight / +6% nature / +5% arcane Changes resistances penetration: +5% arcane / +5% fire Changes damage: +3% arcane Mental save: +7 (+1 eff.) Poison immunity: +12% Disease immunity: +13% Confusion immunity: +21% Rings can have magical properties. |
Lightningdredge the voratun ring Lightningdredge the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +60 (+9 eff.) Armour penetration: +33 Physical power: +42 (+6 eff.) Defense: +74 (+10 eff.) Effects on melee hit: * 10% chance to disease * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Damage when hit (Melee): 8 light / 8 blight Changes stats: +27 Str / +20 Dex / +16 Mag / +32 Wil / +81 Cun / +35 Con Changes resistances: +15% blight / +15% lightning Changes resistances penetration: +10% lightning / +25% light Spell save: +20 (+3 eff.) Disarm immunity: +94% Pinning immunity: +91% Stun/Freeze immunity: +44% Knockback immunity: +86% Life regen: +6.50 Hate when firing a critical mind attack: +3.00 Maximum life: +183.00 Maximum stamina: +40.00 Maximum hate: +15.00 Spellpower: +27 (+4 eff.) Mindpower: +39 (+6 eff.) Light radius: +2 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
pixie's steel ring pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +4 Mag Spellpower: +5 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. psionicist's stralite ring of corrosion (+36%)psionicist's stralite ring of corrosion (+36%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Changes resistances: +36% acid Changes damage: +18% acid Mental save: +14 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite ring of time (+18%)stralite ring of time (+18%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +18% temporal Changes damage: +18% temporal Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Radiancewinter (15.5-23.25 power, 1 apr) Radiancewinter (15.5-23.25 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 16% chance to corrode armour * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +60% Damage (Melee): +8 blight / +24 nature / +12 mind / +24 temporal Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Physical crit. chance: +30.0% Physical power: +20 (+3 eff.) Damage when hit (Melee): 28 light Changes stats: +5 Dex / +2 Mag Changes resistances: +5% all Changes resistances penetration: +10% acid / +10% physical / +10% darkness / +15% blight / +10% fire / +10% nature / +10% mind Changes damage: +10% physical Critical mult.: +17.00% Life regen: +1.26 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +14 (+2 eff.) Spell crit. chance: +2% Global speed: +3% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of corruption (43.5-65.25 power, 3 apr)balanced stralite battleaxe of corruption (43.5-65.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 24% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +19 (+3 eff.) Defense: +19 (+3 eff.) Disarm immunity: +62% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel battleaxe of disruption (31.5-47.25 power, 2 apr)insidious dwarven-steel battleaxe of disruption (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +56 insidious poison Damage against: +24% Unnatural Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick stralite battleaxe of phasing (41.5-62.25 power, 19 apr)quick stralite battleaxe of phasing (41.5-62.25 power, 19 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +7.5% Attack speed: 111% Damage Shield penetration (this weapon only): +56% When wielded/worn: Accuracy: +16 (+2 eff.) Changes stats: +9 Dex Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of purging (44-66 power, 3 apr)stralite battleaxe of purging (44-66 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +24 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of rage (16-20.8 power, 7 apr)chilling dwarven-steel dagger of rage (16-20.8 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +16 cold When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +4 Str Changes damage: +9% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of purging (19-24.7 power, 7 apr)dwarven-steel dagger of purging (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel dagger of the leech (19.5-25.35 power, 7 apr)glacial dwarven-steel dagger of the leech (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% * leeches stamina from the target Burst (radius 2) on crit: +16 ice When wielded/worn: Armour: +9 Damage when hit (Melee): 12 nature slow Changes resistances penetration: +8% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous stralite greatmaul of corruption (54-81 power, 3 apr)thunderous stralite greatmaul of corruption (54-81 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 24% chance to inflict damage reduction * 41% chance to daze * 20% chance to curse the target When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +17% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword of paradox (33-52.8 power, 2 apr)arcing dwarven-steel greatsword of paradox (33-52.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning / +20 temporal When wielded/worn: Damage when hit (Melee): 17 temporal Changes resistances: +12% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword (33.5-53.6 power, 2 apr)dwarven-steel greatsword (33.5-53.6 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatsword of rage (32.5-52 power, 2 apr)hateful dwarven-steel greatsword of rage (32.5-52 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +20% Living When wielded/worn: Accuracy: +16 (+2 eff.) Changes stats: +6 Str Changes damage: +16% physical Stamina when hit: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel longsword of daylight (21-29.4 power, 4 apr)elemental dwarven-steel longsword of daylight (21-29.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +14 light Damage against: +20% Undead When wielded/worn: Changes resistances penetration: +13% acid / +13% fire / +13% lightning / +13% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite mace of dampening (38.5-53.9 power, 5 apr)balanced stralite mace of dampening (38.5-53.9 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +13 (+2 eff.) Changes resistances: +15% acid / +14% fire / +15% lightning / +15% cold Spell save: +12 (+2 eff.) Disarm immunity: +44% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. caustic stralite mace of massacre (48.5-67.9 power, 5 apr)caustic stralite mace of massacre (48.5-67.9 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 48.5 - 67.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 28% chance to corrode armour When wielded/worn: Changes resistances penetration: +13% acid Life regen: +2.10 Blunt and deadly. |
Arthulehell (15.5-17.05 power, 40 apr, nature damage) Arthulehell (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This harmonious mindstar will complement other natural mindstars. This natural mindstar summons a caller. This natural mindstar calls for a summoner. This psionic mindstar dreams of an epiphany. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 19% * 20% chance to corrode armour When wielded/worn: Armour: +4 Damage when hit (Melee): 10 lightning / 10 physical / 5 darkness / 9 acid / 8 cold / 9 mind / 30 fire Changes stats: +2 Cun Changes resistances: +10% lightning / +9% temporal / +3% light / +29% fire / +10% nature / +10% acid / +10% physical / +6% blight / +9% cold / +25% mind / +3% darkness Changes resistances penetration: +28% acid / +30% physical / +10% mind / +48% fire / +10% nature / +27% cold Changes damage: +62% acid / +45% physical / +9% darkness / +10% nature / +58% fire / +35% mind / +44% cold Talent masteries: +0.20 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +13 (+2 eff.) Knockback immunity: +20% Life regen: +3.90 Equilibrium when hit: +7.80 Hate per kill: +5.00 Psi per kill: +4.00 Maximum life: +100.00 Maximum psi: +47.00 Mindpower: +36 (+6 eff.) Mental crit. chance: +17% Global speed: +6% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flashrigor (5.5-6.05 power, 18 apr, mind damage) Flashrigor (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This natural mindstar calls for a summoner. This natural frost should be returned to the wyrm. This psionic mindstar dreams of an epiphany. The natural wyrm seeks an element. Base power: 5.5 - 6.1 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +12 light When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +7 Damage when hit (Melee): 16 lightning / 18 physical / 6 darkness / 17 acid / 17 fire / 17 cold / 5 mind / 10 ice Changes stats: +1 Str Changes resistances: +17% lightning / +20% physical / +3% temporal / +27% cold / +6% blight / +17% fire / +13% mind / +16% acid Changes resistances penetration: +6% acid / +6% physical / +9% darkness / +5% fire / +9% mind / +13% cold Changes damage: +38% lightning / +9% temporal / +17% darkness / +46% fire / +6% nature / +15% acid / +9% physical / +59% cold / +18% mind / +6% light Talent masteries: +0.50 Psionic / Focus +0.60 Psionic / Projection Physical save: +15 (+2 eff.) Mental save: +6 (+1 eff.) Disease immunity: +16% Equilibrium when hit: +1.30 Maximum psi: +26.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glaresever (16-17.6 power, 40 apr, nature damage) Glaresever (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. This natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. This natural fire should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 2) on crit: +8 light When wielded/worn: Armour: +10 Damage when hit (Melee): 20 acid / 10 darkness / 17 fire / 10 mind / 20 ice Changes stats: +4 Str / +3 Cun / +2 Con Changes resistances: +20% acid / +3% light / +14% blight / +20% fire / +16% cold Changes resistances penetration: +14% acid / +14% darkness / +20% fire / +15% mind / +20% cold Changes damage: +26% acid / +25% darkness / +15% light / +18% nature / +17% cold / +73% mind / +11% fire Talent masteries: +0.40 Psionic / Voracity +0.40 Cursed / Dark sustenance Mental save: +10 (+2 eff.) Disease immunity: +50% Life regen: +2.00 Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +6.00 Hate per kill: +9.00 Psi per kill: +10.00 Maximum hate: +25.00 Maximum psi: +41.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +17% Infravision radius: +2 Global speed: +6% Life leech chance: +25% Life leech: +20% It can be used to inflict 513.56 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 6 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lavawaker (16-17.6 power, 40 apr, nature damage) Lavawaker (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. This natural fire should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * 40% chance to disease * Slows global speed by 19% * 17% chance to corrode armour Damage (Melee): +12 arcane / +8 blight / +8 fire When wielded/worn: Damage when hit (Melee): 4 blight / 19 fire Changes stats: +8 Wil Changes resistances: +3% blight / +14% fire / +25% mind / +5% arcane Changes resistances penetration: +15% blight / +35% fire / +5% arcane Changes damage: +25% lightning / +7% acid / +6% blight / +35% fire / +72% mind / +24% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +9 (+1 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.30 Hate when firing a critical mind attack: +4.00 Maximum hate: +25.00 Maximum psi: +41.00 Mindpower: +48 (+7 eff.) Mental crit. chance: +27% Global speed: +6% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 Life leech chance: +23% Life leech: +17% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage) Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 12 power out of 40/40) : Effective talent level: 2.0 Power cost: 12 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 84.87 darkness damage each turn for 6 turns, and has a 41% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
living mindstar 'Samerahek' (18-19.8 power, 40 apr, nature damage) living mindstar 'Samerahek' (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. The natural wyrm seeks an element. This natural frost should be returned to the wyrm. This natural venom should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 18.0 - 19.8 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +3 Armour: +9 Damage when hit (Melee): 20 ice / 10 physical / 10 lightning / 10 fire / 30 acid / 8 cold Changes stats: +2 Str Changes resistances: +74% lightning / +8% physical / +10% blight / +85% fire / +43% acid / +102% cold Changes resistances penetration: +20% acid / +20% cold Changes damage: +20% lightning / +20% acid / +45% cold / +10% nature / +20% fire Talent masteries: +0.20 Psionic / Focus +0.60 Psionic / Absorption +0.60 Psionic / Voracity +0.20 Psionic / Projection Spell save: +37 (+5 eff.) Mental save: +10 (+2 eff.) Disease immunity: +17% Pinning immunity: +15% Stun/Freeze immunity: +20% Life regen: +3.90 Maximum life: +50.00 Maximum psi: +50.00 Mindpower: +40 (+6 eff.) Mental crit. chance: +11% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +81 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. wrathful pulsing mindstar of storms (12.5-13.75 power, 32 apr, nature damage)wrathful pulsing mindstar of storms (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural lightning should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +15% lightning Changes resistances penetration: +8% lightning Changes damage: +17% lightning Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +14% 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. |
Chamudurath the Blazequick Chamudurath the BlazequickRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 250% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 19% chance to daze * 17% chance to corrode armour Travel speed: +800% Damage (Ranged): +35 nature When wielded/worn: Accuracy: +39 (+6 eff.) Physical crit. chance: +44.0% Changes stats: +4 Str / +4 Dex / +4 Mag / +6 Wil / +19 Cun / +10 Con Changes resistances: +3% temporal / +3% cold / +6% blight / +3% fire / +18% mind / +8% all Changes resistances penetration: +15% acid / +90% physical / +15% nature / +15% lightning Changes damage: +15% lightning / +82% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Multishot (-4 turns) Steady Shot (-2 turns) Pinning Shot (-2 turns) Critical mult.: +10.00% Spell save: +9 (+1 eff.) Disarm immunity: +10% Life regen: +2.50 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +20 It can be used to regenerate 242 life over 5 turns, putting all charms on cooldown for 6 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Hare-Skin SlingHare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+1 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 3 power out of 8/8) : Effective talent level: 3.0 Power cost: 3 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
penetrating drakeskin leather sling of true flight penetrating drakeskin leather sling of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Changes resistances penetration: +24% physical Damage Shield penetration: +39% Slings are used to hurl stones or metal shots at your foes. |
Galydil the dragonbone magestaff (30-36 power, 6 apr, darkness element) Galydil the dragonbone magestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour When wielded/worn: Physical crit. chance: +26.0% Armour: +12 Defense: +12 (+2 eff.) Damage (Melee): 85 arcane / 35 fire Changes stats: +9 Mag / +2 Wil / +9 Cun / +10 Con Changes resistances: +14% darkness / +15% temporal Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +4 Ward +1 Command Staff Critical mult.: +68.00% Physical save: +30 (+4 eff.) Spell save: +34 (+5 eff.) Mental save: +29 (+5 eff.) Mana each turn: +0.44 Vim when firing critical spell: +11.00 Spellpower on spell critical (stacks up to 3 times): +13 Maximum mana: +372.00 Maximum vim: +50.00 Maximum neg.energy: +44.00 Spellpower: +58 (+8 eff.) Spell crit. chance: +31% See invisible: +20 Damage Shield penetration: +30% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +19 It can be used to unleash an elemental blastwave, dealing 600.04 - 720.05 darkness damage in a radius 6 around the user, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Nightswift the dragonbone vilestaff (30-36 power, 6 apr, darkness element) Nightswift the dragonbone vilestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +8.0% Physical power: +14 (+2 eff.) Armour: +10 Armour Hardiness: +4% Damage when hit (Melee): 12 darkness Changes stats: +3 Mag / +5 Wil Changes resistances: +18% darkness / +3% arcane Changes damage: +6% arcane / +30% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +8 (+1 eff.) Mana each turn: +0.39 Maximum mana: +182.00 Spellpower: +31 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Galokalthokor' (15-18 power, 3 apr, blight element) ash vilestaff 'Galokalthokor' (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Defense: +16 (+2 eff.) Damage (Melee): 6 % chance of confusion Changes stats: +4 Cun Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +15% blight / +15% fire / +15% darkness / +15% acid Talent granted: +1 Command Staff Critical mult.: +9.00% Mental save: +10 (+2 eff.) Maximum psi: +30.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +21% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's elven-wood magestaff of invocation (25-30 power, 5 apr, fire element)bloodlich's elven-wood magestaff of invocation (25-30 power, 5 apr, fire 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 stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +9 Cun / +9 Con Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +26.00% Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum vim: +44.00 Maximum neg.energy: +44.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 565.61 - 678.73 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of illumination (20-24 power, 4 apr, fire element)cruel yew vilestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Defense: +11 (+2 eff.) Effects on melee hit: * 11% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 186.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff (25-30 power, 5 apr, lightning element)elven-wood magestaff (25-30 power, 5 apr, lightning element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater yew magestaff of protection (20-24 power, 4 apr, arcane element)greater yew magestaff of protection (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's yew vilestaff of illumination (20-24 power, 4 apr, fire element)magelord's yew vilestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Defense: +11 (+2 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 33 arcane Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +80.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 250.57 light damage. Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of power (15-18 power, 3 apr, darkness element) short ash vilestaff of power (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +14 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of invocation (20-24 power, 4 apr, fire element)yew magestaff of invocation (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+2 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 527.62 - 633.14 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Uriresta the voratun waraxe (72-100.8 power, 6 apr) Uriresta the voratun waraxe (72-100.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 72.0 - 100.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +48 insidious poison / +4 physical / +10 darkness / +20 mind Damage against: +17% Living When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +47 Physical crit. chance: +46.0% Physical power: +27 (+4 eff.) Changes stats: +7 Str / +3 Dex / +1 Cun / +7 Con Changes resistances: +1% physical / +9% all Changes resistances penetration: +13% nature / +45% physical Changes damage: +43% physical Critical mult.: +20.00% Disarm immunity: +27% Stamina when hit: +2.50 Maximum psi: +40.00 Mental crit. chance: +1% Infravision radius: +4 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (19.5-27.3 power, 4 apr)dwarven-steel waraxe (19.5-27.3 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental stralite waraxe (32-44.8 power, 5 apr)elemental stralite waraxe (32-44.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +15% acid / +15% fire / +15% lightning / +15% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of corruption (18-25.2 power, 4 apr)flaming dwarven-steel waraxe of corruption (18-25.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to inflict damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +14 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of projection (21-29.4 power, 4 apr)flaming dwarven-steel waraxe of projection (21-29.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 mind Burst (radius 1) on hit: +13 fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite waraxe of evisceration (33.5-46.9 power, 5 apr)inquisitor's stralite waraxe of evisceration (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn On weapon crit: * wounds the target reducing their healing * burns latent spell energy When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+2 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe of purging (19-26.6 power, 4 apr)insidious dwarven-steel waraxe of purging (19-26.6 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +11 nature / +40 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious stralite waraxe of dampening (33-46.2 power, 5 apr)insidious stralite waraxe of dampening (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +50 insidious poison When wielded/worn: Changes resistances: +15% acid / +12% fire / +15% lightning / +15% cold Spell save: +13 (+2 eff.) One-handed war axes. |
blurring rough leather belt of transcendence blurring rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Stealth bonus: +6 Physical save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. monstrous hardened leather belt of burglarymonstrous hardened leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con / +7 Lck Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +11 (+1 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +4 Mag Critical mult.: +11.00% Mana each turn: +0.40 Maximum mana: +41.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of sorcery (12 def, 0 armour)enveloping cashmere cloak of sorcery (12 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +5 Mag / +5 Wil Physical save: +11 (+1 eff.) Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of mindcraft (1 def, 0 armour) spellcowled linen cloak of mindcraft (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +4 Wil / +3 Cun Spell save: +5 (+1 eff.) Maximum mana: +43.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe (2 def, 0 armour)spellwoven cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Spell save: +24 (+3 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nygana the pair of voratun boots (0 def, 13 armour) Ce'Nygana the pair of voratun boots (0 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Damage when hit (Melee): 4 temporal Changes resistances: +6% blight / +6% fire / +6% darkness Changes resistances penetration: +5% temporal Disease immunity: +5% Knockback immunity: +15% Teleport immunity: +5% Stamina each turn: +0.80 Maximum stamina: +35.00 Infravision radius: +2 Movement speed: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. eldritch pair of hardened leather boots of uncanny dodging (7 def, 3 armour)eldritch pair of hardened leather boots of uncanny dodging (7 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Changes stats: +4 Mag / +4 Wil Mana each turn: +0.40 Maximum mana: +44.00 Spell crit. chance: +4% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. invigorating pair of hardened leather boots of evasion (19 def, 3 armour)invigorating pair of hardened leather boots of evasion (19 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+3 eff.) Fatigue: -4% Stamina each turn: +0.70 Maximum life: +47.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 9 cooldown : Effective talent level: 4.4 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 77 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Lustrepeal the iron gauntlets (10 def, 21 armour) Lustrepeal the iron gauntlets (10 def, 21 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +21 Armour Hardiness: +14% Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Effects on melee hit: * 30% chance to blind * 13% chance to cause random gloom Damage (Melee): 5 lightning / 8 temporal / 16 darkness / 12 acid / 5 cold / 13 mind / 5 fire Damage (Ranged): 8 temporal Changes stats: +3 Str / +4 Dex / +5 Mag / +3 Wil / +5 Cun / +16 Con Changes resistances: +6% acid / +12% physical / +6% darkness / +9% fire / +7% temporal / +6% light Changes damage: +5% acid / +5% temporal / +6% light / +9% arcane Critical mult.: +7.00% Physical save: +14 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: -1 (+0 eff.) Poison immunity: +10% Cut immunity: +5% Disarm immunity: +26% Teleport immunity: +10% Life regen: +1.60 Stamina each turn: +0.80 Mana each turn: +0.15 Maximum life: +46.00 Maximum stamina: +14.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +13% Mindpower: +5 (+1 eff.) Mental crit. chance: +8% Infravision radius: +2 When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental bolt (10% chance level 1). When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). When this weapon hits: Stone Touch (10% chance level 1). When this weapon hits: Slumber (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). On weapon hit: * 7% chance to gain 10% of a turn Damage (Melee): +7 ice / +6 physical / +8 lightning / +8 acid / +8 fire / +15 arcane Burst (radius 2) on crit: +7 acid / +18 light / +18 darkness It can be used to activate talent Starfall, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 227.32 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. heroic dwarven-steel gauntlets of dispersion (0 def, 7 armour)heroic dwarven-steel gauntlets of dispersion (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Damage (Melee): 11 arcane Changes stats: +8 Mag / +8 Wil Changes resistances: +8% arcane Mental save: +11 (+2 eff.) Maximum life: +64.00 When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +12 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's hardened leather gloves of the juggernaut (0 def, 15 armour) stone warden's hardened leather gloves of the juggernaut (0 def, 15 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +11% Changes stats: +13 Con Changes resistances: +9% physical Physical save: +22 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +38% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +18 physical It can be used to activate talent Juggernaut, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bysus (24 def, 5 armour) Bysus (24 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +22 (+3 eff.) Armour: +5 Defense: +24 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 39% chance to gain 10% of a turn Changes stats: +12 Str / +12 Wil / +32 Cun / +6 Con Changes resistances: +20% darkness / +26% cold / +15% nature / +26% fire / +71% mind / +20% light Physical save: +15 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +105 (+16 eff.) Confusion immunity: +142% Psi when hit: +0.12 Hate when firing a critical mind attack: +6.00 Maximum life: +120.00 Maximum stamina: +15.00 Maximum psi: +40.00 Mindpower: +15 (+2 eff.) Healing mod.: +30% It can be used to activate talent Battle Cry, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. catburglar's dwarven-steel helm of dexterity (+15) (0 def, 4 armour)catburglar's dwarven-steel helm of dexterity (+15) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +15 Dex Changes resistances: +18% darkness Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. fearwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour)fearwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Mag / +7 Con Changes resistances: +14% darkness / +14% physical Changes damage: +14% physical / +9% arcane / +14% darkness Maximum hate: +11.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Arcane Eye, placing all other charms into a 3 cooldown : Effective talent level: 7.0 Power cost: 3 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 31 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
rough leather cap 'Aromina' (0 def, 1 armour) rough leather cap 'Aromina' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight / 12 acid Changes resistances: +8% cold Changes damage: +9% acid Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour (4 def, 8 armour)enlightening stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +7 Cun / +7 Wil Mental save: +22 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating stralite mail armour of implacability (4 def, 17 armour)rejuvenating stralite mail armour of implacability (4 def, 17 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +7% Physical save: +13 (+2 eff.) Life regen: +6.80 Stamina each turn: +1.90 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour of fire resistance (4 def, 8 armour)searing stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 18 acid / 20 fire Damage when hit (Melee): 15 acid / 15 fire Changes resistances: +26% acid / +47% fire A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Heatrip (5 def, 9 armour) Heatrip (5 def, 9 armour)Requires: - Strength 10 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +9 Defense: +5 (+1 eff.) Fatigue: +0% Damage (Melee): 6 fire Damage (Ranged): 6 fire Damage when hit (Melee): 7 acid / 12 physical / 12 light / 11 fire / 7 lightning / 7 cold Changes stats: +7 Str / +5 Dex / +8 Wil / +5 Cun / +3 Con Changes resistances: +7% lightning / +28% darkness / +64% fire / +7% nature / +7% acid / +20% physical / +28% blight / +14% cold / +6% mind Changes resistances penetration: +5% acid / +5% fire / +20% physical Changes damage: +6% acid Physical save: +8 (+1 eff.) Mental save: +26 (+4 eff.) Life regen: +3.10 Maximum life: +104.00 Light radius: +4 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +28% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour of Toknor (4 def, 7 armour)prismatic reinforced leather armour of Toknor (4 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: +6.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +18% light / +14% darkness Critical mult.: +18.00% A suit of armour made of leather. |
Glitterscar (7 def, 38 armour) Glitterscar (7 def, 38 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +38 Defense: +7 (+1 eff.) Fatigue: +17% Changes stats: +12 Str / +16 Wil / +16 Cun / +13 Con Changes resistances: +38% acid / +23% physical / +65% lightning / +12% fire / +9% mind / +92% cold Changes damage: +3% light / +15% physical Allows you to breathe in: water Critical mult.: +6.00% Physical save: +31 (+4 eff.) Mental save: +62 (+10 eff.) Life regen: +20.80 Stamina each turn: +1.80 Maximum life: +490.00 Maximum stamina: +15.00 See invisible: +3 Healing mod.: +113% A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Thundercrypt (10 def, 24 armour) Thundercrypt (10 def, 24 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+2 eff.) Armour: +24 Defense: +10 (+1 eff.) Fatigue: +15% Damage (Melee): 42 acid / 43 fire Damage when hit (Melee): 39 acid / 39 fire / 12 physical / 12 lightning Changes stats: +14 Str / +5 Mag / +14 Wil / +10 Cun / +5 Con Changes resistances: +62% acid / +26% physical / +24% darkness / +37% lightning / +63% fire / +7% cold / +6% arcane / +12% light Changes resistances penetration: +20% fire Changes damage: +9% mind / +6% physical Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Physical save: +34 (+4 eff.) Spell save: +13 (+2 eff.) Mental save: +38 (+6 eff.) Stamina each turn: +0.60 Equilibrium when hit: +0.08 Maximum life: +51.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +5% Mindpower: +13 (+2 eff.) Mental crit. chance: +6% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour of natural resilience (5 def, 11 armour)enlightening dwarven-steel plate armour of natural resilience (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +7 Cun / +7 Wil Changes resistances: +16% nature / +16% blight Reduced damage from: +11% Unnatural Mental save: +19 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. enlightening stralite plate armour of temporal resistance (7 def, 13 armour)enlightening stralite plate armour of temporal resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes stats: +8 Cun / +8 Wil Changes resistances: +27% temporal Mental save: +22 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel plate armour of delving (5 def, 25 armour)impenetrable dwarven-steel plate armour of delving (5 def, 25 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +8 Str Changes resistances: +16% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of fire resistance (5 def, 11 armour)spiked dwarven-steel plate armour of fire resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 16 physical Changes resistances: +24% fire A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+1 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. crackling stralite shield of patience (10 def, 2 armour, 138 block)crackling stralite shield of patience (10 def, 2 armour, 138 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze Damage when hit (Melee): 18 temporal Changes stats: +5 Dex Changes resistances: +18% lightning / +18% temporal Talent granted: +4 Block It can be used to activate talent Time Shield, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (715) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of earthen fury (8 def, 13 armour, 86.5 block)dwarven-steel shield of earthen fury (8 def, 13 armour, 86.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Changes resistances: +15% physical Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of resistance (10 def, 2 armour, 146.5 block)stralite shield of resistance (10 def, 2 armour, 146.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Changes resistances: +12% acid / +9% fire / +12% lightning / +10% cold Talent granted: +4 Block Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
231 alchemist agate 231 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nimbussteel the dwarven-steel pickaxe (dig speed 15 turns) Nimbussteel the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning / 12 nature Changes stats: +2 Str Changes resistances: +6% darkness / +7% fire Changes damage: +12% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 30 turns) dwarven-steel pickaxe of endurance (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +6 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. sapper's dwarven-steel pickaxe (dig speed 24 turns)sapper's dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +4 Cun / +2 Str Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 emerald 13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused 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. |
Adessra the Jetspitter Adessra the JetspitterInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +68 Physical crit. chance: +17.0% Physical power: +30 (+4 eff.) Defense: +26 (+4 eff.) Damage when hit (Melee): 16 mind / 8 temporal Changes stats: +21 Wil / +23 Cun / +6 Con Changes resistances: +14% blight Changes resistances penetration: +20% mind / +5% light / +20% darkness / +68% all Changes damage: +9% darkness Critical mult.: +58.00% Physical save: +62 (+8 eff.) Spell save: +32 (+5 eff.) Mental save: +70 (+11 eff.) Life regen: +6.30 Equilibrium when hit: +0.08 Maximum life: +235.00 Maximum hate: +8.00 Mental crit. chance: +3% Light radius: -1 Infravision radius: +18 See stealth: +18 See invisible: +21 Healing mod.: +59% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Gluthra GluthraPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +18 Physical crit. chance: +2.0% Defense: +33 (+5 eff.) Damage when hit (Melee): 22 fire Changes stats: +2 Mag / +6 Wil / +22 Cun Changes resistances: +10% darkness / +8% fire Changes resistances penetration: +17% all Changes damage: +20% mind / +11% light Damage affinity(heal): +5% light Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Physical save: +59 (+7 eff.) Spell save: +46 (+7 eff.) Mental save: +57 (+9 eff.) Stamina each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +4 (+1 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Light radius: -16 Infravision radius: +21 Healing mod.: +42% It can be used to activate talent Sun Flare, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 133.96 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of illusion alchemist's lamp of illusionInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +15 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. ethereal alchemist's lampethereal alchemist's lamp Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Spellpower: +13 (+2 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (7/7) Rod of Recall (7/7)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 57 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Cyramina the Breezeglamour (20/20, 105-126 power, 18 apr)Cyramina the Breezeglamour (20/20, 105-126 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 105.0 - 126.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +49 Armour Penetration: +18 Physical crit. chance: +46.0% Capacity: 20 On weapon hit: * 67% chance to corrode armour * Slows global speed by 60% * 20% chance to torment the target * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target * cripple the target Travel speed: +200% Damage (Ranged): +60 darkness / +18 gravity / +8 nature / +67 physical / +19 bleed / +74 mind / +18 temporal Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 acid / +12 nature / +12 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly pouch of stralite shots of erosion (12/20, 57.5-69 power, 5 apr)deadly pouch of stralite shots of erosion (12/20, 57.5-69 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.5 - 69.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 Damage (Ranged): +17 nature / +9 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. stralite torque of kinetic psionic shield [power 131] (6 cooldown)stralite torque of kinetic psionic shield [power 131] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin 'Fulogrim' [power 13] (4 cooldown) elm totem of thorny skin 'Fulogrim' [power 13] (4 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +4 Dex / +3 Wil Grants telepathy: Humanoid/Orc It can be used to harden the skin for 7 turns increasing armour by 13 and armour hardiness by 30%, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 1 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. supercharged elven-wood totem of cure ailments [power 5] (5 cooldown)supercharged elven-wood totem of cure ailments [power 5] (5 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 5 poisons or diseases from a target within range 12 (Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. webbed yew totem of thorny skin [power 46] (6 cooldown)webbed yew totem of thorny skin [power 46] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +4 Lay Web It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. yew totem of healing 'Lightfury' [power 202] (9 cooldown)yew totem of healing 'Lightfury' [power 202] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 8 light Changes resistances: +12% acid / +9% darkness / +12% cold / +12% fire / +6% lightning Changes resistances penetration: +10% acid / +15% light / +10% mind Changes damage: +21% acid / +3% mind Light radius: +2 It can be used to heal a target within range 12 (Willpower) for 202, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. warded yew wand of conjuration [power 295] (3 cooldown)warded yew wand of conjuration [power 295] (3 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 lightning / +3 temporal / +4 blight / +4 fire / +4 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 148-295), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Unique Elf Necromancer the Shalore Necromancer level 135
36th Dusk 122nd year of Ascendancy at 09:30 see stats
By Unique Elf Necromancer the Shalore Necromancer level 8
77th Pyre 122nd year of Ascendancy at 08:56 see stats
By Unique Elf Necromancer the Shalore Necromancer level 81
9th Dusk 122nd year of Ascendancy at 18:30 see stats
By Unique Elf Necromancer the Shalore Necromancer level 13
5th Mirth 122nd year of Ascendancy at 23:24 see stats
By Unique Elf Necromancer the Shalore Necromancer level 72
6th Dusk 122nd year of Ascendancy at 09:22 see stats
By Unique Elf Necromancer the Shalore Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 20:07 see stats
By Unique Elf Necromancer the Shalore Necromancer level 20
4th Flare 122nd year of Ascendancy at 20:12 see stats
By Unique Elf Necromancer the Shalore Necromancer level 30
7th Flare 122nd year of Ascendancy at 21:51 see stats
By Unique Elf Necromancer the Shalore Necromancer level 40
10th Flare 122nd year of Ascendancy at 22:35 see stats
By Unique Elf Necromancer the Shalore Necromancer level 50
2nd Dusk 122nd year of Ascendancy at 07:18 see stats
By Unique Elf Necromancer the Shalore Necromancer level 133
35th Dusk 122nd year of Ascendancy at 22:56 see stats
By Unique Elf Necromancer the Shalore Necromancer level 82
10th Dusk 122nd year of Ascendancy at 05:43 see stats
By Unique Elf Necromancer the Shalore Necromancer level 31
8th Flare 122nd year of Ascendancy at 12:51 see stats
By Unique Elf Necromancer the Shalore Necromancer level 27
7th Flare 122nd year of Ascendancy at 03:05 see stats
By Unique Elf Necromancer the Shalore Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 20:08 see stats
By Unique Elf Necromancer the Shalore Necromancer level 106
16th Dusk 122nd year of Ascendancy at 08:06 see stats
By Unique Elf Necromancer the Shalore Necromancer level 17
4th Flare 122nd year of Ascendancy at 02:01 see stats
By Unique Elf Necromancer the Shalore Necromancer level 8
77th Pyre 122nd year of Ascendancy at 08:56 see stats
By Unique Elf Necromancer the Shalore Necromancer level 8
77th Pyre 122nd year of Ascendancy at 08:56 see stats
Log
Unique Elf Necromancer retunes the fabric of spacetime.
Unique Elf Necromancer retunes the fabric of spacetime.
Talent Precognition is ready to use.
Unique Elf Necromancer casts Precognition.
Unique Elf Necromancer activates Necrotic Aura.
Unique Elf Necromancer activates Probability Travel.
Unique Elf Necromancer wears (replacing Gluthra): Belena the brass lantern.
There is a next level here (press '' or right click to use).
Unique Elf Necromancer deactivates Daunting Presence.
Unique Elf Necromancer deactivates Premonition.
Unique Elf Necromancer deactivates Secrets of the Eternals.
Unique Elf Necromancer deactivates Keen Senses.
Unique Elf Necromancer deactivates Blurred Mortality.
Unique Elf Necromancer deactivates Chant of Fortitude.
Unique Elf Necromancer deactivates Frostdusk.
Unique Elf Necromancer deactivates Necrotic Aura.
Unique Elf Necromancer deactivates Contingency.
Unique Elf Necromancer deactivates Will o' the Wisp.
Unique Elf Necromancer deactivates Through The Crowd.
Unique Elf Necromancer deactivates Defensive Posture.
Unique Elf Necromancer deactivates Animus Hoarder.
Unique Elf Necromancer deactivates Vampiric Gift.
Unique Elf Necromancer deactivates Probability Travel.