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 | Ogre |
Class | Adventurer |
Level / Exp | 17 / 13% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 85 (base 44) |
Dexterity | 75 (base 44) |
Constitution | 85 (base 44) |
Magic | 55 (base 44) |
Willpower | 49 (base 44) |
Cunning | 50 (base 44) |
Resources
Mana | 226/246 |
Negative | 0/78 |
Life | 960/1022 |
Souls | 10/10 |
Paradox | 300 |
Hate | 54/100 |
Psi | 95/128 |
Vim | 118/148 |
Positive | 0/78 |
Stamina | 168/168 |
Equilibrium | 30 |
Healing Factor | 0.90033851429347 |
Regeneration | 15.323420823663 |
Speed
Mental | +28.10791303151% |
Attack | +28.10791303151% |
Movement | +158.47726420351% |
Spell | +16.72661835084% |
Global | +102% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 23.798820913873 |
See Invisible | 31.798820913873 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 121 |
Accuracy | 68 |
Crit Chance | 79% |
APR | 38 |
Speed | 0.78 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 77.624474442102 |
Crit Chance | 42% |
Speed | 0.85670262201407 |
Offense: Mind
Mindpower | 44.766666666667 |
Crit Chance | 23% |
Speed | 0.78059190594576 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 144.98998564217 (64.2%) |
Defense | 50.991620256853 |
Ranged Defense | 51.324953590187 |
Fatigue | 0 |
Physical Save | 79.60530028263 |
Spell Save | 89.369219613836 |
Mental Save | 42.041666666667 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 55% |
Knockback Resistance | 55% |
Poison Resistance | 94% |
Blind Resistance | 100% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (86% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Matter | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic pact | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Gravity | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery - slings | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery - bows | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Moss | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Focus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spellbinding | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Fearfire | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom shield | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Infernal combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Eyal's fury | 1.20 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mucus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Oozing blades | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom covenant | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Blurred Mortality |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Matter Weaving |
talent | Arcane Shield |
talent | Arcane Power |
talent | Elemental Harmony |
talent | Hardened Core |
talent | Icy Skin |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Thermal Shield |
talent | Call Shadows |
talent | Kinetic Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Fiery Hands |
talent | Hymn of Perseverance |
talent | Horrifying Blows |
talent | Gloom |
talent | Bleak Outcome |
talent | Kinetic Aura |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Countering melee attacks: Has a 47% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
beneficial effect | Increases attack, spell, and mind speed by 17%. 1 Time Dilation |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
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 failed to protect the temporal explorer from death by Xanylaith the large white snake. Escort: temporal explorer (level 2 of Scintillating Caves) | failed |
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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
Equipment
Psionic focus | Tirakai's Maul (Madness) (32-41.6 power, 6 apr) Tirakai's Maul (Madness) (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stat: 130% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem Curse of Madness It can be used to imbue the hammer with a gem of your choice, costing 6 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | sand iron gauntlets of dexterity (+3) (Corpses) (0 def, 6 armour) sand iron gauntlets of dexterity (+3) (Corpses) (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Damage (Melee): 5 physical Changes stats: +3 Dex Changes damage: +3% physical When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +5 physical Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Dusktreason DusktreasonInfused by nature 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +3% light / +9% darkness Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm 'Berodil' (Corpses) (0 def, 3 armour) iron helm 'Berodil' (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances penetration: +15% arcane Changes damage: +12% mind / +6% arcane Physical save: +11 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of iron boots 'Arthygund' (Madness) (0 def, 3 armour) pair of iron boots 'Arthygund' (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +3% mind / +6% acid Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +5% Only die when reaching: -60.00 life Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Delonaridar (dig speed 38 turns) Delonaridar (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +5 Str Changes resistances: +6% mind / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +9% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Elenoyachik the Morbusworm Elenoyachik the MorbuswormCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Dex / +2 Wil Grants telepathy: Dragon Rings can have magical properties. |
Around neck | Baruzilaragar the Flashstreaker Baruzilaragar the FlashstreakerInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +3 Con Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +6% temporal Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 295 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | blazebringer's stralite longsword (Misfortune) (32-44.8 power, 5 apr) blazebringer's stralite longsword (Misfortune) (32-44.8 power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% Curse of Misfortune Sharp, long, and deadly. |
Around waist | rough leather belt 'Berekor' (Nightmares) rough leather belt 'Berekor' (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +3% blight / +3% acid / +6% light / +6% darkness Changes resistances penetration: +10% acid Changes damage: +9% blight / +12% acid Spell save: +7 (+1 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
In off hand | Coral Spray (Madness) (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (Madness) (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
Cloak | linen cloak 'Bethywen' (Shrouds) (1 def, 0 armour) linen cloak 'Bethywen' (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +3% acid Infravision radius: +1 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Zeradodar (Madness) (0 def, 0 armour) Zeradodar (Madness) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +5 Mag / +5 Wil / +3 Con Changes resistances: +16% nature / +2% physical Changes resistances penetration: +5% blight Changes damage: +18% nature Physical save: +6 (+1 eff.) Poison immunity: +20% Disease immunity: +24% Mana each turn: +0.13 Psi each turn: +0.10 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 20)healing infusion (heal 20) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (13 nature damage, 20% healing reduction)insidious poison infusion (13 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 13.40 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 69 over 5 turns)regeneration infusion (heal 69 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 69 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 17%; cure mental) wild infusion of the psychic (resist 17%; 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: 13 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (25 cold damage; 15 apply power) biting gale rune (25 cold damage; 15 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (600% regen over 10 turns; 30 instant mana)manasurge rune (600% regen over 10 turns; 30 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: 24 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (956% regen over 10 turns; 48 instant mana) manasurge rune of the wizard (956% regen over 10 turns; 48 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: 29 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 956% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 (range 22)teleportation rune (range 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Gorylenik the CindertyphoonGorylenik the Cindertyphoon Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Mag Changes resistances: +3% blight Changes resistances penetration: +15% blight / +10% fire Changes damage: +5% acid / +11% fire / +5% cold / +5% lightning Talent mastery: +0.16 Corruption / Curses Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Phoenixstoker the copper amulet Phoenixstoker the copper amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% blight / +9% fire / +10% light / +12% darkness Changes resistances penetration: +15% fire Blindness immunity: +22% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Windbone the copper amuletWindbone the copper amulet Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+4 eff.) Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 7% chance to blind * 6% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes stats: +6 Lck Changes resistances: +6% nature Changes damage: +7% darkness / +3% mind / +7% light Psi when hit: +0.12 Mental crit. chance: +3% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level. copper ring 'Manyhek'copper ring 'Manyhek' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +4 Str Physical save: +20 (+4 eff.) Spell save: +25 (+5 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper ring of perseverancecopper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's copper ringmarksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. pixie's copper ringpixie's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Mag Spellpower: +5 (+1 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced iron battleaxe (Shrouds) (12.5-18.75 power, 1 apr)balanced iron battleaxe (Shrouds) (12.5-18.75 power, 1 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+5 eff.) Disarm immunity: +28% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Umbral Razor (Madness) (25-32.5 power, 10 apr)Umbral Razor (Madness) (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 92% Cun, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Madness It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 167.21 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (Shrouds) (15-19.5 power, 25 apr) Unerring Scalpel (Shrouds) (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 103% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. Velamith (Shrouds) (9.5-12.35 power, 5 apr)Velamith (Shrouds) (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Damage when hit (Melee): 8 arcane / 4 acid Changes stats: +2 Wil Changes resistances: +6% acid Changes resistances penetration: +5% physical Changes damage: +6% acid / +5% physical Spell crit. chance: +3% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel dagger of daylight (Nightmares) (11-14.3 power, 6 apr)acidic steel dagger of daylight (Nightmares) (11-14.3 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 light / +5 acid Damage against: +4% Undead Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron dagger of daylight (Madness) (10-13 power, 5 apr)arcing iron dagger of daylight (Madness) (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 light / +5 lightning Damage against: +4% Undead Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of massacre (Misfortune) (15.5-20.15 power, 5 apr)balanced iron dagger of massacre (Misfortune) (15.5-20.15 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+3 eff.) Disarm immunity: +20% Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of massacre (Shrouds) (15-19.5 power, 5 apr)balanced iron dagger of massacre (Shrouds) (15-19.5 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+3 eff.) Disarm immunity: +16% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of paradox (Madness) (10-13 power, 5 apr)balanced iron dagger of paradox (Madness) (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+3 eff.) Damage when hit (Melee): 5 temporal Changes resistances: +4% temporal Disarm immunity: +17% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of persecution (Corpses) (13.5-17.55 power, 6 apr)balanced steel dagger of persecution (Corpses) (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+3 eff.) Changes stats: +2 Wil Disarm immunity: +16% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron dagger of projection (Misfortune) (10.5-13.65 power, 5 apr)flaming iron dagger of projection (Misfortune) (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 mind Burst (radius 1) on hit: +4 fire Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful iron dagger of massacre (Shrouds) (13.5-17.55 power, 5 apr)hateful iron dagger of massacre (Shrouds) (13.5-17.55 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.5 - 17.6 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 darkness Damage against: +6% Living Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful iron dagger of vileness (Shrouds) (11-14.3 power, 5 apr)hateful iron dagger of vileness (Shrouds) (11-14.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +5 blight / +4 darkness Damage against: +5% Living Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (Corpses) (10.5-13.65 power, 5 apr)iron dagger of erosion (Corpses) (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of massacre (Madness) (13.5-17.55 power, 5 apr)iron dagger of massacre (Madness) (13.5-17.55 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.5 - 17.6 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of massacre (Nightmares) (15-19.5 power, 5 apr)iron dagger of massacre (Nightmares) (15-19.5 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
iron dagger of paradox (Shrouds) (10.5-13.65 power, 5 apr) iron dagger of paradox (Shrouds) (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +4% temporal Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of vileness (Misfortune) (10.5-13.65 power, 5 apr)iron dagger of vileness (Misfortune) (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 4% chance to disease Damage (Melee): +4 blight Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning iron dagger of massacre (Shrouds) (15.5-20.15 power, 5 apr)manaburning iron dagger of massacre (Shrouds) (15.5-20.15 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Curse of Shrouds Sharp, short and deadly. |
thought-forged iron dagger of paradox (Corpses) (9.5-12.35 power, 5 apr) thought-forged iron dagger of paradox (Corpses) (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 92% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 8% chance to cause random gloom Damage (Melee): +5 temporal / +4 mind When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +1 Cun / +1 Wil Changes resistances: +5% temporal Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Xanereth the Skylady (Nightmares) (26-39 power, 1 apr)Xanereth the Skylady (Nightmares) (26-39 power, 1 apr) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 nature Changes stats: +2 Str Changes resistances: +12% nature / +9% lightning Changes damage: +3% lightning / +9% physical Stamina when hit: +0.98 Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming iron greatmaul (Shrouds) (20.5-30.75 power, 1 apr)flaming iron greatmaul (Shrouds) (20.5-30.75 power, 1 apr) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful iron greatmaul of dampening (Shrouds) (20-30 power, 1 apr)hateful iron greatmaul of dampening (Shrouds) (20-30 power, 1 apr) Requires: - Magic 11 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +9% Living When wielded/worn: Changes resistances: +12% acid / +10% fire / +13% lightning / +10% cold Spell save: +9 (+2 eff.) Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. insidious iron greatmaul (Madness) (18.5-27.75 power, 1 apr)insidious iron greatmaul (Madness) (18.5-27.75 power, 1 apr) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +16 insidious poison Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Colaryem (Madness) (48-76.8 power, 12 apr)Colaryem (Madness) (48-76.8 power, 12 apr) Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Madness This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level. arcing steel greatsword (Madness) (23.5-37.6 power, 2 apr)arcing steel greatsword (Madness) (23.5-37.6 power, 2 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious iron greatsword of erosion (Misfortune) (16.5-26.4 power, 1 apr)insidious iron greatsword of erosion (Misfortune) (16.5-26.4 power, 1 apr) Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 insidious poison / +9 temporal / +9 nature Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged iron greatsword of vileness (Misfortune) (15-24 power, 1 apr)thought-forged iron greatsword of vileness (Misfortune) (15-24 power, 1 apr) Requires: - Magic 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 9% chance to disease * 16% chance to cause random gloom Damage (Melee): +9 blight / +10 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash longbow of acid (Nightmares)ash longbow of acid (Nightmares) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 acid When wielded/worn: Changes damage: +12% acid Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elm longbow of acid (Corpses)elm longbow of acid (Corpses) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 acid When wielded/worn: Changes damage: +9% acid Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady elm longbow of power (Misfortune)steady elm longbow of power (Misfortune) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +5 (+1 eff.) Changes resistances penetration: +9% physical Changes damage: +9% physical Talent cooldown: Steady Shot (-1 turn) Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. acidic iron longsword of projection (Misfortune) (12-16.8 power, 2 apr)acidic iron longsword of projection (Misfortune) (12-16.8 power, 2 apr) Requires: - Magic 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +5 mind Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron longsword (Shrouds) (12.5-17.5 power, 2 apr)arcing iron longsword (Shrouds) (12.5-17.5 power, 2 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron longsword of phasing (Corpses) (13-18.2 power, 7 apr)flaming iron longsword of phasing (Corpses) (13-18.2 power, 7 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% Burst (radius 1) on hit: +5 fire Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword (Madness) (15.5-21.7 power, 3 apr)flaming steel longsword (Madness) (15.5-21.7 power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged iron longsword (Nightmares) (12-16.8 power, 2 apr)thought-forged iron longsword (Nightmares) (12-16.8 power, 2 apr) Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace (Misfortune) (11.5-16.1 power, 2 apr)iron mace (Misfortune) (11.5-16.1 power, 2 apr) Requires: - Magic 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace of erosion (Shrouds) (12-16.8 power, 2 apr)iron mace of erosion (Shrouds) (12-16.8 power, 2 apr) Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Beluganor the Shadowborn (Misfortune) (3-3.3 power, 12 apr, mind damage)Beluganor the Shadowborn (Misfortune) (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Damage when hit (Melee): 6 lightning / 12 fire Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +5% lightning / +6% darkness Changes resistances penetration: +5% lightning / +15% darkness Changes damage: +7% lightning / +6% darkness Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.80 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune 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. Gloomvile (Nightmares) (3-3.3 power, 12 apr, mind damage)Gloomvile (Nightmares) (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 blight / 7 physical Changes resistances: +6% darkness / +7% physical Changes resistances penetration: +6% physical Changes damage: +9% blight / +7% physical Spell save: +3 (+1 eff.) Vim when firing critical spell: +1.00 Spellpower: +2 (+0 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +16 Damage Shield penetration: +30% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.2 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Serpent's Glare (Misfortune) (7-7.7 power, 15 apr, nature damage)Serpent's Glare (Misfortune) (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 253.24 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. creative mossy mindstar of balance (Nightmares) (2.5-2.75 power, 12 apr, mind damage)creative mossy mindstar of balance (Nightmares) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +5.00% Physical save: +3 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. creative mossy mindstar of clarity (Corpses) (2.5-2.75 power, 12 apr, nature damage)creative mossy mindstar of clarity (Corpses) (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +6.00% Mental save: +2 (+1 eff.) Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Corpses 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. horrifying mossy mindstar (Nightmares) (2-2.2 power, 12 apr, mind damage)horrifying mossy mindstar (Nightmares) (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +3% darkness Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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. horrifying mossy mindstar (Shrouds) (2-2.2 power, 12 apr, nature damage)horrifying mossy mindstar (Shrouds) (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +3% darkness Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds 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. horrifying mossy mindstar of life (Nightmares) (2-2.2 power, 12 apr, nature damage)horrifying mossy mindstar of life (Nightmares) (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes damage: +3% mind / +2% darkness Life regen: +0.60 Maximum life: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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. horrifying mossy mindstar of resolve (Nightmares) (2.5-2.75 power, 12 apr, mind damage)horrifying mossy mindstar of resolve (Nightmares) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes stats: +2 Wil Changes damage: +2% mind / +3% darkness Physical save: +2 (+0 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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. mossy mindstar of life (Madness) (2-2.2 power, 12 apr, nature damage)mossy mindstar of life (Madness) (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Madness 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. nature's mossy mindstar (Madness) (2-2.2 power, 12 apr, mind damage)nature's mossy mindstar (Madness) (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Madness 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. nature's mossy mindstar of resolve (Madness) (3-3.3 power, 12 apr, nature damage)nature's mossy mindstar of resolve (Madness) (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances: +2% blight Changes damage: +2% nature Physical save: +2 (+0 eff.) Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of venom (Misfortune) (5.5-6.05 power, 18 apr, nature damage)vined mindstar of venom (Misfortune) (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 acid Changes resistances: +5% acid Changes resistances penetration: +8% acid Changes damage: +4% acid Life regen: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune 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. fungal rough leather sling of power (Madness)fungal rough leather sling of power (Madness) Requires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes stats: +1 Con Changes resistances penetration: +8% physical Changes damage: +8% physical Talent mastery: +0.10 Wild-gift / Fungus Curse of Madness It can be used to regenerate 66 life over 5 turns, putting all charms on cooldown for 12 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather sling of fire (Corpses)rough leather sling of fire (Corpses) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +7 fire When wielded/worn: Changes damage: +9% fire Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady rough leather sling of power (Shrouds)steady rough leather sling of power (Shrouds) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +5 (+1 eff.) Changes resistances penetration: +8% physical Changes damage: +9% physical Talent cooldown: Steady Shot (-1 turn) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Bolbum's Big Knocker (Shrouds) (64-76.8 power, 10 apr, physical element)Bolbum's Big Knocker (Shrouds) (64-76.8 power, 10 apr, physical element) Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% Curse of Shrouds It can be used to activate talent Channel Staff (costing 6 power out of 20/20) : Effective talent level: 2.0 Power cost: 6 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level. Crystal Shard (Nightmares) (16-19.2 power, 4 apr, physical element)Crystal Shard (Nightmares) (16-19.2 power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% Curse of Nightmares It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 26 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipse (Corpses) (18-21.6 power, 4 apr, physical element) Eclipse (Corpses) (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness 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: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% Curse of Corpses This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. Galequick (Shrouds) (10-12 power, 2 apr, fire element)Galequick (Shrouds) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +2 Dex / +2 Mag Changes resistances penetration: +10% lightning Changes damage: +10% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +8.00% Reduces incoming crit damage: 10.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 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 133.50 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. Issyzor (Madness) (13-15.6 power, 2 apr, blight element)Issyzor (Madness) (13-15.6 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +1 Str Changes damage: +13% blight Talent granted: +1 Command Staff Critical mult.: +8.00% Physical save: +12 (+2 eff.) Vim when firing critical spell: +1.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Kilnoozer (Madness) (10-12 power, 2 apr, light element)Kilnoozer (Madness) (10-12 power, 2 apr, light element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 8 acid / 4 fire Changes stats: +4 Con Changes resistances: +12% acid Changes damage: +10% light Talent granted: +1 Command Staff Critical mult.: +12.00% Life regen: +0.70 Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Healing mod.: +11% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Runamablek (Corpses) (15-18 power, 5 apr, lightning element)Runamablek (Corpses) (15-18 power, 5 apr, lightning 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Maximum encumbrance: +50 Physical save: +3 (+1 eff.) Life regen: +0.20 Spellpower on spell critical (stacks up to 3 times): +5 Maximum life: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Saluwyn the elm magestaff (Nightmares) (10-12 power, 2 apr, arcane element)Saluwyn the elm magestaff (Nightmares) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +6 Changes resistances: +3% light / +6% cold Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +8.00% Spell save: +3 (+1 eff.) Disease immunity: +5% Confusion immunity: +5% Mana each turn: +0.16 Only die when reaching: -20.00 life Maximum mana: +38.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Shimmerstun (Misfortune) (12-14.4 power, 2 apr, blight element)Shimmerstun (Misfortune) (12-14.4 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +8 arcane When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +5% arcane / +3% lightning Changes damage: +12% blight Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +34.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Voryrena the elm magestaff (Madness) (10-12 power, 2 apr, lightning element)Voryrena the elm magestaff (Madness) (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +10% arcane / +10% mind Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +1% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Yvulaith the elm magestaff (Misfortune) (10-12 power, 2 apr, arcane element)Yvulaith the elm magestaff (Misfortune) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Armour: +6 Armour Hardiness: +6% Changes stats: +2 Dex / +2 Con Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Mental crit. chance: +3% Infravision radius: +1 Heals friendly targets nearby when you use a nature summon: +10 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Zubymira (Nightmares) (10-12 power, 2 apr, acid element)Zubymira (Nightmares) (10-12 power, 2 apr, acid element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +1 Str / +1 Dex / +2 Con Changes resistances penetration: +5% mind Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +6 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Infravision radius: +1 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm magestaff of warding (Corpses) (10-12 power, 2 apr, arcane element)cruel elm magestaff of warding (Corpses) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Defense: +4 (+2 eff.) Maximum wards: +2 arcane Changes damage: +10% arcane Talents granted: +1 Ward +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm magestaff of illumination (Madness) (10-12 power, 2 apr, arcane element)elm magestaff of illumination (Madness) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 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 133.50 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. elm magestaff of projection (Corpses) (10-12 power, 2 apr, lightning element)elm magestaff of projection (Corpses) (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Curse of Corpses It can be used to project a bolt from the staff (to range 6) dealing 49.86 - 59.83 lightning 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. elm vilestaff 'Eleressra' (Nightmares) (10-12 power, 2 apr, darkness element)elm vilestaff 'Eleressra' (Nightmares) (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +4 blight When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +3% blight Changes damage: +3% blight / +10% darkness / +6% mind Talent granted: +1 Command Staff Spellpower: +8 (+2 eff.) Spell crit. chance: +14% Curse of Nightmares It can be used to unleash an elemental blastwave, dealing 49.86 - 59.83 darkness damage in a radius 2 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm magestaff (Misfortune) (13-15.6 power, 2 apr, arcane element)potent elm magestaff (Misfortune) (13-15.6 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% arcane Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm vilestaff (Nightmares) (13-15.6 power, 2 apr, blight element)potent elm vilestaff (Nightmares) (13-15.6 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% blight Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm magestaff (Shrouds) (10-12 power, 2 apr, cold element)shimmering elm magestaff (Shrouds) (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +34.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm magestaff of might (Nightmares) (10-12 power, 2 apr, cold element)shimmering elm magestaff of might (Nightmares) (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +32.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm starstaff (Corpses) (10-12 power, 2 apr, darkness element)shimmering elm starstaff (Corpses) (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm starstaff (Shrouds) (10-12 power, 2 apr, physical element)shimmering elm starstaff (Shrouds) (10-12 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +38.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short ash magestaff of might (Nightmares) (15-18 power, 3 apr, cold element)short ash magestaff of might (Nightmares) (15-18 power, 3 apr, cold 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 stat: 80% Mag 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% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Betenn the iron waraxe (Madness) (11-15.4 power, 5 apr)Betenn the iron waraxe (Madness) (11-15.4 power, 5 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +1 Physical crit. chance: +7.0% Defense: +6 (+3 eff.) Changes stats: +1 Cun / +1 Wil Maximum encumbrance: +10 Physical save: +9 (+2 eff.) Disarm immunity: +24% Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Bethema (Shrouds) (12-16.8 power, 2 apr)Bethema (Shrouds) (12-16.8 power, 2 apr) Requires: - Magic 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +14 insidious poison / +4 physical / +6 light Damage against: +7% Undead When wielded/worn: Changes resistances: +3% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Maximum life: +10.00 Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing iron waraxe of massacre (Shrouds) (18-25.2 power, 2 apr)arcing iron waraxe of massacre (Shrouds) (18-25.2 power, 2 apr) Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe 'Ivowe' (Corpses) (11.5-16.1 power, 2 apr)iron waraxe 'Ivowe' (Corpses) (11.5-16.1 power, 2 apr) Requires: - Magic 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 40% chance to gain 10% of a turn * 8% chance to disease Damage (Melee): +6 blight / +16 temporal / +7 mind When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +9% arcane Disease immunity: +15% Curse of Corpses It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe of phasing (Corpses) (10.5-14.7 power, 7 apr)iron waraxe of phasing (Corpses) (10.5-14.7 power, 7 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. manaburning iron waraxe of projection (Misfortune) (11.5-16.1 power, 2 apr)manaburning iron waraxe of projection (Misfortune) (11.5-16.1 power, 2 apr) Requires: - Magic 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn Damage (Melee): +6 mind Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. One-handed war axes. |
Emeloriaba the Scabhash (Corpses) Emeloriaba the Scabhash (Corpses)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% blight / +10% nature Physical save: +6 (+1 eff.) Mindpower: +2 (+1 eff.) Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. noble's rough leather belt (Nightmares)noble's rough leather belt (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +15% Summoned Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt 'Lightningfear' (Madness)rough leather belt 'Lightningfear' (Madness) Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes resistances: +12% darkness Changes resistances penetration: +5% lightning Stealth bonus: +6 Life regen: +0.90 Healing mod.: +12% Curse of Madness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. linen cloak 'Smolderstar' (Corpses) (1 def, 0 armour)linen cloak 'Smolderstar' (Corpses) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +2 Cun / +1 Dex Changes resistances: +6% acid / +6% temporal / +6% fire / +6% cold / +6% lightning Changes damage: +6% fire / +21% temporal Curse of Corpses 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. linen robe 'Belyta' (Nightmares) (0 def, 0 armour)linen robe 'Belyta' (Nightmares) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +7 Wil / +3 Con Changes damage: +7% nature / +9% arcane Physical save: +9 (+2 eff.) Poison immunity: +23% Disease immunity: +24% Disarm immunity: +10% Teleport immunity: +10% Mana each turn: +0.13 Psi each turn: +0.12 Only die when reaching: -40.00 life Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe 'Pitchpower' (Madness) (0 def, 0 armour)linen robe 'Pitchpower' (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn * 15% chance to inflict damage reduction Changes resistances: +18% nature / +16% cold Changes resistances penetration: +25% darkness Changes damage: +12% nature / +11% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of frost (+15%) (Madness) (0 def, 0 armour)linen robe of frost (+15%) (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% cold Changes damage: +10% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of nature (+16%) (Shrouds) (0 def, 0 armour)linen robe of nature (+16%) (Shrouds) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature Changes damage: +11% nature Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (Shrouds) (0 def, 0 armour)mindwoven linen robe (Shrouds) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +15 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of light (+16%) (Nightmares) (0 def, 0 armour)mindwoven linen robe of light (+16%) (Nightmares) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light Changes damage: +11% light Mental save: +16 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven linen robe (Corpses) (0 def, 0 armour)spellwoven linen robe (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +15 (+3 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven linen robe of darkness (+16%) (Shrouds) (0 def, 0 armour)spellwoven linen robe of darkness (+16%) (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Spell save: +18 (+4 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of darkness (+15%) (Madness) (0 def, 0 armour)spellwoven woollen robe of darkness (+15%) (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% darkness Changes damage: +10% darkness Spell save: +17 (+3 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of blight (+10%) (Shrouds) (0 def, 0 armour)woollen robe of blight (+10%) (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Squalorrace' (Shrouds) (0 def, 1 armour)pair of rough leather boots 'Squalorrace' (Shrouds) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +7% temporal / +6% fire / +9% nature / +6% cold Changes resistances penetration: +20% nature Changes damage: +3% fire Curse of Shrouds A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of rough leather boots of uncanny dodging (Nightmares) (3 def, 1 armour)scholar's pair of rough leather boots of uncanny dodging (Nightmares) (3 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Spellpower: +3 (+1 eff.) Curse of Nightmares A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour)iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 125% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. naturalist's iron gauntlets (Corpses) (0 def, 1 armour)naturalist's iron gauntlets (Corpses) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +5% nature Changes damage: +3% nature When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +6 nature Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. rough leather gloves of magic (+2) (Misfortune) (0 def, 1 armour)rough leather gloves of magic (+2) (Misfortune) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. sand rough leather gloves of strength (+3) (Shrouds) (0 def, 6 armour)sand rough leather gloves of strength (+3) (Shrouds) (0 def, 6 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 12.0 - 13.2 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +5 physical Burst (radius 2) on crit: +7 physical Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. steady iron gauntlets of dexterity (+2) (Corpses) (0 def, 1 armour)steady iron gauntlets of dexterity (+2) (Corpses) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +1 Changes stats: +2 Dex Physical save: +5 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. steady rough leather gloves (Madness) (0 def, 1 armour)steady rough leather gloves (Madness) (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Physical save: +5 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 1). Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. steady rough leather gloves (Misfortune) (0 def, 1 armour)steady rough leather gloves (Misfortune) (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Physical save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 1). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (Shrouds) (0 def, 1 armour) umbral rough leather gloves (Shrouds) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes resistances: +5% darkness Changes damage: +4% darkness When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% On weapon hit: * 5% chance to inflict damage reduction Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. umbral rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour)umbral rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +4% darkness When used to modify unarmed attacks: Base power: 10.0 - 11.0 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% On weapon hit: * 6% chance to inflict damage reduction Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Duragund (Corpses) (6 def, 1 armour)Duragund (Corpses) (6 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Defense: +6 (+3 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to disease Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight / +2% physical Changes resistances penetration: +5% blight Changes damage: +3% blight Physical save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Maximum life: +10.00 Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Oozefurnace the rough leather cap (Corpses) (0 def, 1 armour)Oozefurnace the rough leather cap (Corpses) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 acid Changes stats: +3 Dex Changes resistances: +15% acid / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +5% acid Changes damage: +3% acid / +15% nature Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Smearstoker (Misfortune) (1 def, 0 armour)Smearstoker (Misfortune) (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +12% mind / +3% temporal Changes resistances penetration: +5% nature / +15% temporal Changes damage: +6% temporal / +12% mind / +6% nature Psi each turn: +0.13 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Urarendil (Madness) (0 def, 1 armour)Urarendil (Madness) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 blight Changes stats: +2 Str / +2 Con Changes resistances: +3% blight / +6% acid Changes damage: +9% acid Physical save: +18 (+4 eff.) Mental save: +6 (+2 eff.) Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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. Zubeldavea the Ashmark (Misfortune) (1 def, 0 armour)Zubeldavea the Ashmark (Misfortune) (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +11% blight Changes damage: +11% blight Physical save: +6 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing iron helm of strength (+2) (Corpses) (0 def, 3 armour)cleansing iron helm of strength (+2) (Corpses) (0 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +6% nature / +6% blight Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm (Shrouds) (0 def, 3 armour) insulating iron helm (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% fire / +5% cold Curse of Shrouds 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. insulating linen wizard hat (Madness) (1 def, 0 armour)insulating linen wizard hat (Madness) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire / +5% cold Curse of Madness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating linen wizard hat of light (+6%) (Corpses) (1 def, 0 armour)insulating linen wizard hat of light (+6%) (Corpses) (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% cold / +15% light / +5% fire Changes damage: +10% light Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner's rough leather cap (Madness) (0 def, 2 armour)miner's rough leather cap (Madness) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +2 Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather cap of constitution (+2) (Nightmares) (0 def, 1 armour)rough leather cap of constitution (+2) (Nightmares) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. iron mail armour of command (Madness) (8 def, 8 armour)iron mail armour of command (Madness) (8 def, 8 armour) Requires: - Strength 14 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +12 (+4 eff.) Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic steel mail armour of lightning resistance (Misfortune) (2 def, 6 armour)prismatic steel mail armour of lightning resistance (Misfortune) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +16% lightning / +12% light / +10% darkness Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour (Shrouds) (2 def, 4 armour)spiked iron mail armour (Shrouds) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of acid resistance (Shrouds) (2 def, 4 armour)spiked iron mail armour of acid resistance (Shrouds) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +15% acid Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of lightning resistance (Corpses) (2 def, 6 armour)steel mail armour of lightning resistance (Corpses) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +17% lightning Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather armour (Shrouds) (1 def, 2 armour)prismatic rough leather armour (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +12% light / +10% darkness Curse of Shrouds A suit of armour made of leather. |
rejuvenating rough leather armour of resilience (Shrouds) (1 def, 2 armour) rejuvenating rough leather armour of resilience (Shrouds) (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Life regen: +2.20 Stamina each turn: +0.50 Maximum life: +20.00 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour 'Sparkpain' (Misfortune) (1 def, 2 armour)rough leather armour 'Sparkpain' (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes stats: +1 Wil Changes resistances: +18% temporal Changes resistances penetration: +10% lightning / +10% mind Changes damage: +6% mind Critical mult.: +11.00% Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of fire resistance (Nightmares) (1 def, 2 armour)rough leather armour of fire resistance (Nightmares) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +16% fire Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour)rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +16% lightning Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of resilience (Misfortune) (1 def, 2 armour)rough leather armour of resilience (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Maximum life: +20.00 Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (Madness) (1 def, 2 armour)spiked rough leather armour (Madness) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (Madness) (1 def, 2 armour)spiked rough leather armour (Madness) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (Misfortune) (1 def, 2 armour)spiked rough leather armour (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of acid resistance (Corpses) (1 def, 2 armour)spiked rough leather armour of acid resistance (Corpses) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% acid Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of acid resistance (Misfortune) (1 def, 2 armour)spiked rough leather armour of acid resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% acid Curse of Misfortune A suit of armour made of leather. |
spiked rough leather armour of acid resistance (Shrouds) (1 def, 2 armour) spiked rough leather armour of acid resistance (Shrouds) (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% acid Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of acid resistance (Shrouds) (1 def, 2 armour)spiked rough leather armour of acid resistance (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% acid Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of fire resistance (Madness) (1 def, 2 armour)spiked rough leather armour of fire resistance (Madness) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% fire Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of resilience (Shrouds) (1 def, 2 armour)spiked rough leather armour of resilience (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Maximum life: +20.00 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of temporal resistance (Misfortune) (1 def, 2 armour)spiked rough leather armour of temporal resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% temporal Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of temporal resistance (Shrouds) (1 def, 2 armour)spiked rough leather armour of temporal resistance (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% temporal Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Radianceward the iron plate armour (Corpses) (3 def, 9 armour)Radianceward the iron plate armour (Corpses) (3 def, 9 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +1 Wil / +2 Mag Changes resistances: +6% acid / +22% cold Changes damage: +18% light Allows you to breathe in: water Light radius: +1 Infravision radius: +1 Curse of Corpses A suit of armour made of metal plates. |
Cystpower the iron shield (Nightmares) (4 def, 2 armour, 8.5-10.2 power, 20 block) Cystpower the iron shield (Nightmares) (4 def, 2 armour, 8.5-10.2 power, 20 block)Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 Damage (Melee): +12 acid Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 acid When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +9% acid / +17% fire Changes damage: +9% nature Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Stormbright the iron shield (Misfortune) (4 def, 2 armour, 8.5-10.2 power, 20 block)Stormbright the iron shield (Misfortune) (4 def, 2 armour, 8.5-10.2 power, 20 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 15% chance to blind Changes stats: +2 Mag / +2 Wil / +4 Con Changes resistances: +28% lightning / +10% light Changes resistances penetration: +5% lightning / +5% mind Talent granted: +1 Block Mental save: +10 (+3 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic steel shield of lightning resistance (+16%) (Misfortune) (6 def, 2 armour, 17.5-21 power, 38.5 block)acidic steel shield of lightning resistance (+16%) (Misfortune) (6 def, 2 armour, 17.5-21 power, 38.5 block) Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 On weapon hit: * 13% chance to corrode armour When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 11 acid Changes resistances: +16% lightning Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of acid resistance (+15%) (Corpses) (4 def, 2 armour, 8-9.6 power, 21 block)iron shield of acid resistance (+15%) (Corpses) (4 def, 2 armour, 8-9.6 power, 21 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% acid Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of cold resistance (+15%) (Madness) (4 def, 2 armour, 8-9.6 power, 20 block)iron shield of cold resistance (+15%) (Madness) (4 def, 2 armour, 8-9.6 power, 20 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of fire resistance (+16%) (Nightmares) (4 def, 2 armour, 9.5-11.4 power, 18.5 block)iron shield of fire resistance (+16%) (Nightmares) (4 def, 2 armour, 9.5-11.4 power, 18.5 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +16% fire Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield (Misfortune) (4 def, 6 armour, 10.5-12.6 power, 37 block)reinforced iron shield (Misfortune) (4 def, 6 armour, 10.5-12.6 power, 37 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +37 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of fire resistance (+15%) (Nightmares) (4 def, 6 armour, 8-9.6 power, 40 block)reinforced iron shield of fire resistance (+15%) (Nightmares) (4 def, 6 armour, 8-9.6 power, 40 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +40 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% fire Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of lightning resistance (+15%) (Misfortune) (4 def, 7 armour, 8-9.6 power, 46 block)reinforced iron shield of lightning resistance (+15%) (Misfortune) (4 def, 7 armour, 8-9.6 power, 46 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +46 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of lightning resistance (+16%) (Nightmares) (4 def, 6 armour, 7.5-9 power, 42 block)reinforced iron shield of lightning resistance (+16%) (Nightmares) (4 def, 6 armour, 7.5-9 power, 42 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +42 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking iron shield (Misfortune) (4 def, 2 armour, 8.5-10.2 power, 15.5 block)shocking iron shield (Misfortune) (4 def, 2 armour, 8.5-10.2 power, 15.5 block) Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +16 On weapon hit: * 11% chance to daze When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage when hit (Melee): 10 lightning Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
shocking steel shield of fire resistance (+15%) (Madness) (6 def, 2 armour, 18-21.6 power, 38.5 block) shocking steel shield of fire resistance (+15%) (Madness) (6 def, 2 armour, 18-21.6 power, 38.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 On weapon hit: * 10% chance to daze When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 10 lightning Changes resistances: +15% fire Talent granted: +2 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of reflection (Misfortune) (6 def, 2 armour, 18.5-22.2 power, 38 block)steel shield of reflection (Misfortune) (6 def, 2 armour, 18.5-22.2 power, 38 block) Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +10% light / +10% darkness Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Hornet Stingers (20/20, 18-25.2 power, 10 apr)Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Mag, 74% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
This item will automatically be transmogrified when you leave the level. acidic quiver of elm arrows of daylight (21/21, 15-21 power, 5 apr)acidic quiver of elm arrows of daylight (21/21, 15-21 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 74% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 21 On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +6 light Damage against: +6% Undead Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic quiver of elm arrows of erosion (18/18, 13.5-18.9 power, 5 apr)acidic quiver of elm arrows of erosion (18/18, 13.5-18.9 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 74% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +6 temporal / +6 nature Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly quiver of elm arrows of wind (14/14, 19-26.6 power, 5 apr)deadly quiver of elm arrows of wind (14/14, 19-26.6 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 19.0 - 26.6 Uses stats: 50% Mag, 74% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 14 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity quiver of elm arrows of erosion (49/50, 13.5-18.9 power, 5 apr)high-capacity quiver of elm arrows of erosion (49/50, 13.5-18.9 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 74% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 50 Damage (Ranged): +6 nature / +6 temporal When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
579 alchemist agate 579 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. |
2 opal 2 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. |
Cleansespiker the iron pickaxe (dig speed 36 turns) Cleansespiker the iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% acid / +20% nature / +3% darkness Changes damage: +6% nature Spell save: +3 (+1 eff.) Blindness immunity: +5% Only die when reaching: -20.00 life 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. iron pickaxe 'Glorowe' (dig speed 27 turns)iron pickaxe 'Glorowe' (dig speed 27 turns) Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +3 Str / +2 Cun / +2 Con Changes resistances: +12% blight Changes resistances penetration: +5% temporal Light radius: +1 Infravision radius: +3 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. woodsman's iron pickaxe (dig speed 39 turns)woodsman's iron pickaxe (dig speed 39 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 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. |
This item will automatically be transmogrified when you leave the level. BileknightBileknight Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 lightning / 12 fire Changes resistances: +12% nature / +6% fire Changes damage: +6% nature Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +7 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. |
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. brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 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. scorching brass lantern of focusscorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +5% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. Radhildil the pouch of iron shots (15/15, 13.5-16.2 power, 1 apr)Radhildil the pouch of iron shots (15/15, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 124% Cun, 0% Mag Damage type: Acid Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 15 On weapon hit: * 40% chance to corrode armour * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +4 blight / +7 cold / +7 temporal / +6 physical Burst (radius 2) on crit: +12 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Stokewasp the pouch of iron shots (13/13, 15.5-18.6 power, 4 apr)Stokewasp the pouch of iron shots (13/13, 15.5-18.6 power, 4 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 124% Cun, 0% Mag Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Capacity: 13 Travel speed: +200% Damage (Ranged): +7 temporal / +7 nature / +12 fire Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of iron shots of wind (32/37, 16-19.2 power, 1 apr)high-capacity pouch of iron shots of wind (32/37, 16-19.2 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 0% Mag, 124% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 37 On weapon hit: * 10% chance to create an air burst Travel speed: +200% When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. insidious pouch of iron shots of accuracy (14/14, 14.5-17.4 power, 1 apr)insidious pouch of iron shots of accuracy (14/14, 14.5-17.4 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 0% Mag, 124% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 14 Damage (Ranged): +17 insidious poison Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of erosion (19/19, 13-15.6 power, 1 apr)pouch of iron shots of erosion (19/19, 13-15.6 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 0% Mag, 124% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Damage (Ranged): +5 nature / +6 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elm totem of cure ailments 'Flameslice' [power 1] (9 cooldown)elm totem of cure ailments 'Flameslice' [power 1] (9 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +3% light / +3% lightning Changes resistances penetration: +10% fire Changes damage: +3% fire Disarm immunity: +5% It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Thunderspitter' [power 11] (9 cooldown) elm totem of thorny skin 'Thunderspitter' [power 11] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +4 Mag Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Damage Shield penetration: +10% It can be used to harden the skin for 7 turns increasing armour by 11 and armour hardiness by 30%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. Zerimas [power 91] (6 cooldown)Zerimas [power 91] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% mind / +15% temporal Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +3% temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 46-91), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine 6 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. |
6 citrine 6 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 Giant Adventurer the Ogre Adventurer level 5
75th Pyre 122nd year of Ascendancy at 00:24 see stats
By Unique Giant Adventurer the Ogre Adventurer level 10
75th Pyre 122nd year of Ascendancy at 12:24 see stats
By Unique Giant Adventurer the Ogre Adventurer level 11
75th Pyre 122nd year of Ascendancy at 19:00 see stats
Log
Unique Giant Adventurer activates Gloom.
Unique Giant Adventurer deactivates Fiery Hands.
Unique Giant Adventurer activates Fiery Hands.
Unique Giant Adventurer deactivates Call Shadows.
Unique Giant Adventurer activates Call Shadows.
The spell fizzles.
The spell fizzles.
The spell fizzles.
Unique Giant Adventurer deactivates Kinetic Aura.
Unique Giant Adventurer deactivates Matter Weaving.
Unique Giant Adventurer deactivates Thermal Shield.
Unique Giant Adventurer deactivates Daunting Presence.
Unique Giant Adventurer deactivates Fiery Hands.
Unique Giant Adventurer deactivates Chant of Fortitude.
Unique Giant Adventurer deactivates Arcane Feed.
Unique Giant Adventurer deactivates Gloom.
Unique Giant Adventurer deactivates Elemental Harmony.
Unique Giant Adventurer deactivates Arcane Shield.
Unique Giant Adventurer deactivates Arcane Combat.
Unique Giant Adventurer deactivates Horrifying Blows.
Unique Giant Adventurer deactivates Icy Skin.
Unique Giant Adventurer deactivates Beyond the Flesh.
Unique Giant Adventurer deactivates Blurred Mortality.
Unique Giant Adventurer deactivates Call Shadows.
Unique Giant Adventurer deactivates Kinetic Shield.
Unique Giant Adventurer deactivates Hardened Core.
Unique Giant Adventurer deactivates Bleak Outcome.
Unique Giant Adventurer deactivates Hymn of Perseverance.
Unique Giant Adventurer deactivates Augmentation.
Unique Giant Adventurer deactivates Arcane Power.