Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 115 / 41% |
Size | big |
Lifes / Deaths | Killed by forge-giant at level 100 on the 17th Dusk 122nd year of Ascendancy at 11:53 / 1 |
Primary Stats
Strength | 138 (base 100) |
Dexterity | 151 (base 100) |
Constitution | 120 (base 100) |
Magic | 140 (base 100) |
Willpower | 169 (base 100) |
Cunning | 173 (base 100) |
Resources
Mana | 1356/1428 |
Life | 2233/2600 |
Souls | 26/26 |
Stamina | 830/830 |
Positive | 0/372 |
Healing Factor | 1.18 |
Regeneration | 4.425 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +20% |
Spell | +15% |
Global | +164.16314741031% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 18 |
See Stealth | 32.913236656367 |
See Invisible | 76.496296791311 |
Offense: Mainhand
Damage | 294 |
Accuracy | 75 |
Crit Chance | 125% |
APR | 3 |
Speed | 0.87 |
Offense: Spell
Spellpower | 88.2 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 103.25 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 136.32919300833 (80%) |
Defense | 76.219798252082 |
Ranged Defense | 77.969798252082 |
Fatigue | 0 |
Physical Save | 81.64 |
Spell Save | 77.2625 |
Mental Save | 78.65 |
Defense: Resistances
All | + 35%( 70%) |
Defense: Immunities
Disarm Resistance | 32% |
Confusion Resistance | 58% |
Pinning Resistance | 29% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (87% 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: 22 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 874 damage for 7 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1332% over 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 580 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Animus | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Nightfall | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Grave | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Shades | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Necrotic minions | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Advanced necrotic minions | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Necrosis | 1.50 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Celestial / Light | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Race / Shalore | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Divination | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Conditioning | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Staff combat | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Conveyance | 1.40 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Celestial / Chants | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Animus Hoarder |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Frostdusk |
talent | Daunting Presence |
talent | Chant of Resistance |
talent | Necrotic Aura |
talent | Will o' the Wisp |
talent | Premonition |
talent | Through The Crowd |
talent | Defensive Posture |
beneficial effect | Increases physical save, spell save, and mental save by 30. Through The Crowd |
beneficial effect | Increases global action speed by 64%. Speed |
beneficial effect | The target's combat damage is improved by 31 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
beneficial effect | The target consumed souls to gain new powers. 10 spells affected. Essence of the Dead |
beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | Reduces mind damage received by 53%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed xorn fragment. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed minotaur nose. * You've found the needed vial of squid ink. | active |
Equipment
On feet | pair of hardened leather boots 'Aruyathra' (16 def, 3 armour) pair of hardened leather boots 'Aruyathra' (16 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +16 (+4 eff.) Fatigue: -3% Effects on melee hit: * 40% chance to corrode armour Changes stats: +2 Mag Changes resistances: +8% lightning / +9% temporal / +3% acid Changes resistances penetration: +5% arcane Changes damage: +3% blight Stamina each turn: +0.40 Maximum life: +46.00 Maximum vim: +10.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 2.2 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 43 defense for 18 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 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 | Dimtaint the hardened leather cap (0 def, 3 armour) Dimtaint the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind * 49% chance to inflict damage reduction Damage when hit (Melee): 16 acid / 15 physical / 8 light Changes stats: +22 Str / +8 Dex / +17 Wil / +4 Cun Changes resistances: +11% blight / +11% physical / +16% light / +16% darkness Changes resistances penetration: +10% darkness / +10% light Changes damage: +3% acid / +3% darkness Physical save: +11 (+2 eff.) Mental save: +10 (+2 eff.) Stamina when hit: +2.10 Equilibrium when hit: +2.10 Mindpower: +5 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1806.1 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 8 power out of 35/35) : Effective talent level: 3.0 Power cost: 8 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 125 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Lustrewasp LustrewaspPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Effects on melee hit: * 69% chance to blind Effects on ranged hit: * 33% chance to blind Changes stats: +18 Mag / +24 Wil / +16 Cun Changes resistances: +27% acid / +27% lightning / +30% fire / +20% mind / +29% cold Changes resistances penetration: +5% light Changes damage: +20% mind Physical save: +10 (+2 eff.) Spell save: +20 (+5 eff.) Life regen: +0.40 Stamina each turn: +1.40 Spellpower: +12 (+2 eff.) Mindpower: +29 (+5 eff.) Rings can have magical properties. |
On fingers | steel ring 'Prismpunish' steel ring 'Prismpunish'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight Changes stats: +5 Str / +5 Mag / +12 Wil / +17 Cun Changes resistances penetration: +15% light Spell save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +32% Confusion immunity: +32% Pinning immunity: +29% Knockback immunity: +32% Life regen: +0.80 Vim when firing critical spell: +1.00 Maximum life: +80.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Mindpower: +18 (+3 eff.) Light radius: +1 Healing mod.: +18% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around waist | drakeskin leather belt 'Boltstone' drakeskin leather belt 'Boltstone'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Armour: +19 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +6 Str / +22 Dex / +4 Wil / +22 Cun / +4 Con / +28 Lck Changes resistances: +9% acid / +3% blight / +9% lightning / +6% nature / +9% mind Trap disarming bonus: +89 Stealth bonus: +42 Physical save: +29 (+6 eff.) Mental save: +14 (+3 eff.) Knockback immunity: +25% Maximum life: +110.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +12% Infravision radius: +18 Size category: +1 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 12 turns. A belt that goes around your waist. |
In main hand | ash starstaff 'Galemonster' (21-25.2 power, 3 apr, darkness element) ash starstaff 'Galemonster' (21-25.2 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 21.0 - 25.2 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +17.0% Physical power: +9 (+2 eff.) Defense: +32 (+7 eff.) Effects on melee hit: * 9% chance to disease * 45% chance to corrode armour Damage (Melee): 23 arcane / 16 % chance of confusion Damage when hit (Melee): 20 blight Changes stats: +4 Mag / +4 Cun / +5 Con Changes resistances penetration: +5% lightning / +5% acid Changes damage: +21% darkness / +6% temporal Talent granted: +1 Command Staff Critical mult.: +28.00% Spell save: +10 (+2 eff.) Mana each turn: +0.38 Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +115.00 Maximum vim: +54.00 Maximum neg.energy: +29.00 Spellpower: +60 (+12 eff.) Spell crit. chance: +14% Damage Shield penetration: +79% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 12 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | restful rough leather gloves of magic (+2) (0 def, 1 armour) restful rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +5 arcane Burst (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Salata (25 def, 7 armour) Salata (25 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +25 (+6 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 9 lightning Damage (Ranged): 9 lightning Damage when hit (Melee): 13 physical Changes stats: +7 Str / +7 Dex / +4 Mag / +1 Wil Changes resistances: +43% lightning / +10% physical / +9% acid / +28% cold / +10% nature / +12% fire Changes resistances penetration: +10% acid Changes damage: +6% acid Physical save: +14 (+3 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of leather. |
Cloak | Thunderjeer the cashmere cloak (2 def, 0 armour) Thunderjeer the cashmere cloak (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 blight / 4 mind / 4 lightning Changes stats: +3 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +3% lightning / +16% darkness / +3% mind Changes resistances penetration: +15% lightning / +10% darkness / +5% blight Changes damage: +11% darkness / +6% lightning Stealth bonus: +10 Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Beluwyn' gold amulet 'Beluwyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 40% chance to corrode armour * 10% chance to disease Damage when hit (Melee): 4 acid / 8 blight Changes stats: +10 Dex / +6 Cun / +11 Con Changes resistances: +3% acid / +18% mind / +6% blight Changes damage: +6% acid Confusion immunity: +26% Life regen: +1.10 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
wild infusion of the titan (resist 28%; cure mental) wild infusion of the titan (resist 28%; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 14 for 6 turns)invisibility rune (power 14 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 686 for 6 turns) shielding rune of the duelist (absorb 686 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 686 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 569 for 4 turns) shielding rune of the sneak (absorb 569 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 569 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Noonpassion the copper amulet Noonpassion the copper amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes stats: +2 Dex Changes resistances penetration: +10% darkness Light radius: +2 Amulets can have magical properties. |
protective gold amulet of soulsearing protective gold amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Changes resistances cap: +5% all Changes damage: +10% blight / +11% fire Critical mult.: +16.00% Physical save: +19 (+4 eff.) Spellpower: +11 (+2 eff.) Amulets can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +14 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +8 Cun / +5 Wil Changes resistances: +3% blight / +9% acid Changes damage: +6% acid Mindpower: +6 (+1 eff.) 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, putting all charms on cooldown for 1 turns. "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? |
Xanitira the Charstinger Xanitira the CharstingerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 blight Changes stats: +3 Cun / +8 Mag Changes resistances: +24% darkness / +3% fire Changes damage: +12% darkness Maximum encumbrance: +24 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Rings can have magical properties. |
conjurer's copper ring conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spellpower: +6 (+1 eff.) Rings can have magical properties. |
Morbuspyre the voratun dagger (51-66.3 power, 9 apr) Morbuspyre the voratun dagger (51-66.3 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 51.0 - 66.3 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Acid Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 18% chance to corrode armour * 52% chance to daze * 25% chance for lightning to arc to a second target * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +17 lightning / +16 mind / +36 insidious poison Burst (radius 1) on hit: +4 nature / +16 fire When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +24.0% Physical power: +12 (+2 eff.) Effects on melee hit: * Slows global speed by 52% Damage when hit (Melee): 12 acid Changes stats: +12 Str Changes resistances: +3% acid / +3% nature Changes resistances penetration: +22% acid / +10% lightning / +12% mind / +12% darkness Changes damage: +3% nature / +23% physical Life regen: +2.00 Stamina when hit: +4.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Dex, 60% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 4 power out of 10/10) : Effective talent level: 3.0 Power cost: 4 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 319.87 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of shearing (19-24.7 power, 7 apr)dwarven-steel dagger of shearing (19-24.7 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% physical Changes damage: +9% physical Sharp, short and deadly. |
Voryra (108.5-162.75 power, 5 apr) Voryra (108.5-162.75 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 108.5 - 162.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 42% chance to cause random gloom * 41% chance to daze On weapon crit: * cripple the target Damage (Melee): +66 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +19 Physical crit. chance: +18.0% Defense: +19 (+5 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +6 Str / +15 Dex / +6 Mag / +15 Wil / +12 Cun / +6 Con Changes resistances penetration: +19% lightning / +27% physical Changes damage: +19% physical Reduces incoming crit damage: 10.00% Physical save: +10 (+2 eff.) Disarm immunity: +62% Stamina each turn: +0.60 Maximum life: +30.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. keeper's elven-wood longbow of firekeeper's elven-wood longbow of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +14 fire When wielded/worn: Changes resistances penetration: +13% physical / +13% temporal Changes damage: +20% fire / +20% temporal / +20% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. runic elm longbow of recursionrunic elm longbow of recursion 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 stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +3 Mag Changes damage: +7% arcane Spellpower: +7 (+1 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. runic yew longbow of recursionrunic yew longbow of recursion Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +5 Mag Changes damage: +8% arcane Spellpower: +11 (+2 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Thundersmash (44.5-62.3 power, 5 apr)Thundersmash (44.5-62.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +4 lightning / +13 blight / +16 physical / +50 insidious poison Burst (radius 2) on crit: +25 ice / +4 lightning When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +38 Physical crit. chance: +29.0% Physical power: +26 (+4 eff.) Armour: +13 Defense: +22 (+5 eff.) Fatigue: -6% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +5 Con Changes resistances: +1% physical Changes resistances penetration: +13% darkness / +38% physical / +13% mind / +13% cold Changes damage: +26% physical Critical mult.: +24.00% Maximum encumbrance: +10 Disease immunity: +30% Disarm immunity: +112% Sharp, long, and deadly. |
Eye of Winter (8-8.8 power, 18 apr, cold damage) Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Chamahek the elven-wood starstaff (25-30 power, 5 apr, darkness element) Chamahek the elven-wood starstaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Physical crit. chance: +21.0% Changes stats: +6 Con Changes resistances: +5% arcane Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +29.00% Life regen: +1.20 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Healing mod.: +21% Staves designed for wielders of magic, by the greats of the art. |
Eilinerin (10-12 power, 2 apr, darkness element) Eilinerin (10-12 power, 2 apr, darkness element)Requires: - Magic 11 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 stats: 130% Mag, 30% Wil 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): +8 blight When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Wil Changes resistances penetration: +10% blight Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% 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 'Venomtooth' (14-16.8 power, 2 apr, darkness element)elm vilestaff 'Venomtooth' (14-16.8 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 14.0 - 16.8 Uses stats: 130% Mag, 30% Wil 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): +8 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 8% chance to disease Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +8 Con Changes resistances: +5% acid / +5% darkness / +5% blight / +5% fire / +2% mind / +6% nature Changes damage: +10% acid / +14% darkness / +10% blight / +10% fire / +12% nature / +3% mind Talent granted: +1 Command Staff Life regen: +1.50 Mana each turn: +0.32 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +116.00 Maximum vim: +13.00 Spellpower: +39 (+8 eff.) Spell crit. chance: +10% Infravision radius: +3 See invisible: +3 Healing mod.: +28% It can be used to conjure elemental energy in a radius 2 cone, dealing 260.85 - 313.02 darkness damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elm magestaff of blasting (10-12 power, 2 apr, fire element)greater elm magestaff of blasting (10-12 power, 2 apr, fire 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 stats: 130% Mag, 30% Wil 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 / +10% cold / +10% arcane / +10% fire Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +7% It can be used to unleash an elemental blastwave, dealing 238.12 - 285.75 fire damage in a radius 2 around the user, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elm vilestaff (10-12 power, 2 apr, blight element)greater elm vilestaff (10-12 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: 10.0 - 12.0 Uses stats: 130% Mag, 30% Wil 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% blight / +10% fire / +10% darkness / +10% acid Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Rhyrath the Gleamdream (13 def, 2 armour) Rhyrath the Gleamdream (13 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +13 (+3 eff.) Damage when hit (Melee): 8 light Changes stats: +7 Mag / +8 Wil Changes resistances: +9% temporal Changes damage: +12% light Physical save: +8 (+2 eff.) Pinning immunity: +10% Spell crit. chance: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +1 (+0 eff.) Fatigue: -4% Maximum life: +40.00 Maximum stamina: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Glemira (9 def, 5 armour)Glemira (9 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +15 Mag / +3 Wil / +2 Cun Changes resistances: +14% acid / +14% physical / +26% light / +18% lightning / +31% blight / +31% fire / +53% darkness / +32% cold Changes resistances penetration: +29% physical / +11% darkness / +18% temporal Changes damage: +9% acid / +40% physical / +11% light / +22% temporal / +14% blight / +9% fire / +25% darkness / +9% cold Talent cooldown: Refit Golem (-4 turns) Reduces incoming crit damage: 10.00% Physical save: +28 (+6 eff.) Spell save: +56 (+12 eff.) Mental save: +69 (+14 eff.) Poison immunity: +20% Pinning immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +5% Mana each turn: +0.20 Mana when firing critical spell: +3.00 Maximum life: +43.00 Maximum mana: +64.00 Maximum hate: +9.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +9% Mindpower: +15 (+2 eff.) Mental crit. chance: +11% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduces paradox anomalies(equivalent to willpower): +21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk robe of Angolwen (5 def, 0 armour)fearwoven elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +17% darkness / +20% physical Changes damage: +20% darkness / +20% physical Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Maximum hate: +15.00 Spellpower: +20 (+4 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering elven-silk robe of Linaniil (5 def, 0 armour)shimmering elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +19% arcane Mana each turn: +0.40 Maximum mana: +210.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of life (0 def, 0 armour) shimmering linen robe of life (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% blight Changes damage: +11% arcane Life regen: +1.70 Maximum life: +41.00 Maximum mana: +13.00 Healing mod.: +12% 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 hardened leather boots 'Emowen' (0 def, 19 armour)pair of hardened leather boots 'Emowen' (0 def, 19 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +19 Fatigue: +1% Changes stats: +9 Str / +4 Dex / +15 Mag / +6 Wil / +8 Cun / +10 Con Changes resistances: +11% acid / +6% temporal / +22% fire / +22% cold / +11% lightning Changes resistances penetration: +10% physical / +15% temporal Changes damage: +8% acid / +14% physical / +8% blight Physical save: +18 (+4 eff.) Mental save: +19 (+4 eff.) Disease immunity: +38% Silence immunity: +36% Confusion immunity: +38% Stun/Freeze immunity: +38% Stamina each turn: +1.50 Mana each turn: +0.28 Maximum life: +20.00 Maximum mana: +44.00 Maximum stamina: +25.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% Infravision radius: +3 Movement speed: +20% Healing mod.: +15% Size category: +1 It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 10 turns. A pair of boots made of leather. |
pair of rough leather boots of evasion (11 def, 1 armour) pair of rough leather boots of evasion (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+3 eff.) Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 4.4 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 72 defense for 18 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
alchemist's drakeskin leather gloves of magic (+5) (0 def, 3 armour) alchemist's drakeskin leather gloves of magic (+5) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 acid / 8 fire / 10 cold / 10 lightning Changes stats: +10 Mag / +5 Wil Changes damage: +11% arcane When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 ice / +29 lightning / +26 fire / +19 arcane / +24 acid Burst (radius 2) on crit: +15 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of sorrow (0 def, 2 armour)hardened leather gloves of sorrow (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 28 mind / 28 darkness Mental save: -9 (-2 eff.) Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% 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. spellstreaming hardened leather gloves of the starseeker (0 def, 2 armour)spellstreaming hardened leather gloves of the starseeker (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Cun / +4 Mag Changes resistances: +8% light / +8% darkness Mana each turn: +0.28 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Infravision radius: +2 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Elemental bolt (10% chance level 3). Damage (Melee): +13 arcane Burst (radius 2) on crit: +34 light / +29 darkness It can be used to activate talent Starfall, placing all other charms into a 8 cooldown : Effective talent level: 1.0 Power cost: 8 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 144.99 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid / 10 vim draining blight / 4 arcane Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +15% blight Changes damage: +19% blight / +15% arcane / +9% darkness Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 10 power out of 45/45) : Effective talent level: 2.0 Power cost: 10 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 31%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Gliriath the Earthsnake (8 def, 14 armour) Gliriath the Earthsnake (8 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +8 Str / +10 Dex / +4 Mag / +28 Wil / +17 Lck Changes resistances: +15% acid / +15% lightning / +25% darkness / +15% cold / +41% blight / +15% fire / +21% nature / +7% all Changes resistances penetration: +10% temporal Changes damage: +3% blight / +3% temporal Physical save: +40 (+8 eff.) Spell save: +7 (+2 eff.) Mental save: +38 (+8 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +98.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Mental crit. chance: +6% Infravision radius: +8 Healing mod.: +30% Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of ire (0 def, 4 armour)dwarven-steel helm of ire (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Con Physical save: +11 (+2 eff.) Mental save: +10 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Layyldawen' (1 def, 0 armour) linen wizard hat 'Layyldawen' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +1 Mag Changes resistances: +16% lightning / +16% cold Changes damage: +11% lightning / +11% cold Critical mult.: +20.00% Spell save: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Stormsage the rough leather armour (7 def, 2 armour) Stormsage the rough leather armour (7 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Armour: +2 Defense: +7 (+2 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to daze Damage (Melee): 6 arcane Damage (Ranged): 6 arcane Damage when hit (Melee): 4 lightning Changes stats: +2 Mag Changes resistances: +5% mind Changes damage: +3% blight Critical mult.: +5.00% Mental save: +12 (+3 eff.) Stamina each turn: +0.60 Mana each turn: +0.10 Mana when firing critical spell: +4.00 Spellpower: +8 (+2 eff.) Chance to avoid any damage: +5% It can be used to activate talent Second Wind, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. caller's hardened leather armour of Eyal (3 def, 6 armour)caller's hardened leather armour of Eyal (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +10% cold / +10% fire / +10% nature / +10% physical Life regen: +2.50 Maximum life: +76.00 Healing mod.: +18% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's rough leather armour of Toknor (5 def, 2 armour)marauder's rough leather armour of Toknor (5 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Critical mult.: +12.00% Physical save: +7 (+1 eff.) A suit of armour made of leather. |
voratun plate armour 'Obsidiantrail' (9 def, 28 armour) voratun plate armour 'Obsidiantrail' (9 def, 28 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +28 Defense: +9 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 12 darkness Changes stats: +6 Str / +6 Con Changes resistances: +13% acid / +8% cold / +6% mind Changes resistances penetration: +5% blight Changes damage: +9% arcane Allows you to breathe in: water Physical save: +13 (+3 eff.) Mental save: +17 (+4 eff.) Mana when firing critical spell: +2.00 Maximum life: +86.00 Maximum mana: +80.00 Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. hateful quiver of elven-wood arrows of crippling (19/21, 46-64.4 power, 14 apr)hateful quiver of elven-wood arrows of crippling (19/21, 46-64.4 power, 14 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +15.5% Capacity: 21 On weapon crit: * cripple the target Damage (Ranged): +21 darkness Damage against: +17% Living Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of ash arrows of amnesia (29/30, 26-36.4 power, 12 apr)sentry's quiver of ash arrows of amnesia (29/30, 26-36.4 power, 12 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 26.0 - 36.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +1.5% Capacity: 30 Turns elapse between self-loadings: 3 On weapon hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
10 agate 10 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
291 alchemist agate 291 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. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe 'Chamebers' (dig speed 1 turns)voratun pickaxe 'Chamebers' (dig speed 1 turns) Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+2 eff.) Armour: +10 Defense: +15 (+4 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 27 mind Changes stats: +7 Str / +6 Dex / +14 Cun / +4 Con Changes resistances: +30% nature / +20% physical / +10% darkness / +10% fire Changes resistances penetration: +10% mind Changes damage: +30% fire / +30% mind / +18% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +76 (+15 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.04 Maximum life: +90.00 Light radius: +1 Infravision radius: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (194 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 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. |
piercing brass lantern of corpselight piercing brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances: +6% blight / +7% darkness Changes resistances penetration: +7% all Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 37 blight damage or heals 54 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (5/5) Rod of Recall (5/5)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 79 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. |
6 amethyst 6 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Unique Elf Necromancer the Shalore Necromancer level 8
79th Pyre 122nd year of Ascendancy at 03:08 see stats
By Unique Elf Necromancer the Shalore Necromancer level 84
2nd Dusk 122nd year of Ascendancy at 08:38 see stats
By Unique Elf Necromancer the Shalore Necromancer level 46
7th Flare 122nd year of Ascendancy at 13:52 see stats
By Unique Elf Necromancer the Shalore Necromancer level 99
8th Dusk 122nd year of Ascendancy at 17:07 see stats
By Unique Elf Necromancer the Shalore Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 00:21 see stats
By Unique Elf Necromancer the Shalore Necromancer level 20
3rd Flare 122nd year of Ascendancy at 00:54 see stats
By Unique Elf Necromancer the Shalore Necromancer level 30
5th Flare 122nd year of Ascendancy at 04:38 see stats
By Unique Elf Necromancer the Shalore Necromancer level 40
6th Flare 122nd year of Ascendancy at 14:36 see stats
By Unique Elf Necromancer the Shalore Necromancer level 50
9th Flare 122nd year of Ascendancy at 21:00 see stats
By Unique Elf Necromancer the Shalore Necromancer level 88
4th Dusk 122nd year of Ascendancy at 22:00 see stats
By Unique Elf Necromancer the Shalore Necromancer level 20
3rd Flare 122nd year of Ascendancy at 00:56 see stats
By Unique Elf Necromancer the Shalore Necromancer level 12
2nd Mirth 122nd year of Ascendancy at 17:18 see stats
By Unique Elf Necromancer the Shalore Necromancer level 31
5th Flare 122nd year of Ascendancy at 20:11 see stats
By Unique Elf Necromancer the Shalore Necromancer level 8
79th Pyre 122nd year of Ascendancy at 03:08 see stats
By Unique Elf Necromancer the Shalore Necromancer level 8
79th Pyre 122nd year of Ascendancy at 02:56 see stats
Log
Today is the 51st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 52nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 53rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 54th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 55th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 56th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 57th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 58th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 59th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 60th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 61st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 62nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 63rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 64th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Unique Elf Necromancer deactivates Blurred Mortality.
Unique Elf Necromancer deactivates Will o' the Wisp.
Unique Elf Necromancer deactivates Through The Crowd.
Unique Elf Necromancer deactivates Secrets of the Eternals.
The protective shield of Unique Elf Necromancer disappears.
Unique Elf Necromancer is no longer surging arcane power.
Unique Elf Necromancer deactivates Frostdusk.
Unique Elf Necromancer's adrenaline surge has come to an end.
Unique Elf Necromancer deactivates Premonition.
Unique Elf Necromancer deactivates Necrotic Aura.
Unique Elf Necromancer deactivates Keen Senses.
Unique Elf Necromancer slows down.
Unique Elf Necromancer deactivates Defensive Posture.
Unique Elf Necromancer deactivates Daunting Presence.
Unique Elf Necromancer deactivates Chant of Resistance.
Unique Elf Necromancer deactivates Animus Hoarder.