Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.4.8Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Adventurer |
Level / Exp | 200 / 5405% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 776 (base 100) |
Dexterity | 718 (base 100) |
Constitution | 534 (base 100) |
Magic | 246 (base 100) |
Willpower | 445.09805848106 (base 100) |
Cunning | 604.23119994199 (base 100) |
Resources
Paradox | 300 |
Mana | 6476/6476 |
Psi | 4607/4607 |
Vim | 2816/2816 |
Life | 8246/8246 |
Positive | 2627/2627 |
Stamina | 3796/3796 |
Equilibrium | 53 |
Healing Factor | 2.0568423979808 |
Regeneration | 240.67112898773 |
Speed
Mental | +675.61471721348% |
Attack | +118.31773376059% |
Movement | +1378.9569300064% |
Spell | +1197.454303263% |
Global | +260.60361263448% |
Vision
Sight | 14 |
Lite | 22 |
Infravision | 32 |
See Invisible | 19 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 579 |
Accuracy | 145 |
Crit Chance | 895% |
APR | 249 |
Speed | 0.13 |
Offense: Offhand
Damage | 926 |
Accuracy | 145 |
Crit Chance | 896% |
APR | 263 |
Speed | 0.13 |
Offense: Spell
Spellpower | 283 |
Crit Chance | 100% |
Speed | 0.07707400541854 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 290 |
Crit Chance | 100% |
Speed | 0.45804799398322 |
Offense: Damage Bonus
All | +824% |
Defense: Base
Armour (hardiness) | 434.7 (37%) |
Defense | 157 |
Ranged Defense | 177 |
Fatigue | 0 |
Physical Save | 198 |
Spell Save | 198 |
Mental Save | 198 |
Defense: Resistances
All | +183%( 79%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Poison Resistance | 10% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 15% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1884 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1478 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (8% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3538% for 10 turns and instantly restoring 177 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Energy alchemy | 1.00 |
| 20/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Psionic / Solipsism | 1.20 |
| 10/5 |
| 8/5 |
| 5/5 |
| 8/5 |
Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 1/5 |
| 1/5 |
| 10/5 |
| 20/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 1/5 |
| 20/5 |
| 5/5 |
| 0/5 |
Spell / Storm | 1.20 |
| 10/5 |
| 1/5 |
| 12/5 |
| 20/5 |
Spell / Air | 1.20 |
| 11/5 |
| 7/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 20/5 |
| 10/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 20/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Technique / Battle tactics | 1.00 |
| 19/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 11/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 20/5 |
| 5/5 |
| 8/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 20/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 11/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 20/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 1/5 |
| 20/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 1/5 |
| 7/5 |
| 20/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 20/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 20/5 |
| 5/5 |
| 20/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 1/5 |
| 1/5 |
| 20/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Dark-faerie | 1.20 |
| 20/5 |
| 10/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 10/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 6/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Arcane Combat |
talent | Psiblades |
talent | Arcane Shield |
talent | Fiery Hands |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Living Lightning |
talent | Contingency |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Hurricane |
talent | Shadow Feed |
talent | Lightning Infusion |
talent | Wild Growth |
talent | Quicken Spells |
talent | Shielding |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Augmentation |
talent | Elemental Harmony |
talent | Hymn of Perseverance |
talent | Dark Ritual |
talent | Shock Hands |
talent | Thunderstorm |
talent | Meditation |
beneficial effect | Increases physical save, spell save, and mental save by 20. Through The Crowd |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+39% global speed). Clarity |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
beneficial effect | Increases all stats by 19. Elemental Harmony |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +1069% Combat Speed: +534% All Damage: +824% |
beneficial effect | The target is hunting creatures of type / sub-type: dragon / venom with 100% effectiveness. Kills: 131 / 30 kills, Damage: +7% / +16%, Attack: +2 / +6, Stun: -- / 3.4%, Outmaneuver: 4.4% / 11.1% Predator |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | The target is mimicking a previous victim. (+17 Strength, +16 Dexterity, +2 Magic, +17 Willpower, +1 Cunning, +16 Constitution) Mimic |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
Escort the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell) | active |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 706. | 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 precision. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of greater demon bile. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed bear paw. * You've found the needed pouch of luminous horror dust. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Flashoozer (269% power, 18 apr) Flashoozer (269% power, 18 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 270% Range: 1.6x Uses stats: 102% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 113% chance to disease * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +56% Damage (Melee): +39 blight / +24 mind / +20 darkness Burst (radius 2) on crit: +16 blight / +8 fire Damage against: +19% Living When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +48 Physical crit. chance: +80.0% Physical power: +16 (+0 eff.) Changes stats: +7 Str / +1 Wil / +2 Cun Changes resistances: +3% fire Changes resistances penetration: +17% acid / +16% physical / +14% darkness / +14% cold / +19% fire / +16% mind / +19% lightning Changes damage: +6% fire / +32% physical Grants telepathy: Dragon Critical mult.: +46.00% Mental save: +30 (+3 eff.) Disease immunity: +32% Stamina when hit: +3.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
On hands | Earthwill (0 def, 13 armour) Earthwill (0 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +59 (+7 eff.) Physical crit. chance: +15.0% Physical power: +8 (+0 eff.) Armour: +13 Armour Hardiness: +7% Effects on melee hit: * Slows global speed by 30% * 13% chance to cause random gloom Damage (Melee): 5 lightning / 16 darkness / 5 acid / 16 mind / 5 cold / 7 nature / 5 fire Damage when hit (Melee): 8 light Changes stats: +11 Str / +15 Dex / +8 Mag / +8 Wil / +7 Cun / +20 Con Changes resistances: +6% light / +6% physical / +13% darkness / +15% nature Changes resistances penetration: +10% darkness Changes damage: +11% nature / +6% darkness Grants telepathy: Dragon Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +14.00% Physical save: +77 (+0 eff.) Spell save: +22 (+0 eff.) Mental save: +18 (+2 eff.) Disarm immunity: +153% Mana each turn: +0.14 Maximum life: +48.00 Spellpower: +7 (+0 eff.) Spell crit. chance: +21% Mindpower: +4 (+1 eff.) Mental crit. chance: +15% Infravision radius: +4 See invisible: +6 When used to modify unarmed attacks: Power: 254% Range: 1.1x Uses stats: 54% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +37 Armour Penetration: +1 Physical crit. chance: +48.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 1). When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Juggernaut (50% chance level 5). When this weapon hits: Battle Shout (10% chance level 1). When this weapon crits: Cripple (40% chance level 1). When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 20% chance to blind * 20% chance to inflict damage reduction Damage (Melee): +9 lightning / +9 darkness / +8 fire / +7 ice / +43 physical / +7 arcane / +9 acid Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +18 light / +18 darkness / +11 nature Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Changes damage: +6% blight / +6% darkness Spellpower: +30 (+2 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | Earthvengeance the elven-silk wizard hat (3 def, 0 armour) Earthvengeance the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 nature Changes stats: +29 Cun / +48 Wil Changes resistances: +38% lightning / +7% temporal / +8% light / +8% fire / +38% nature / +8% acid / +13% blight / +8% cold / +45% mind / +8% darkness Changes resistances penetration: +15% blight Changes damage: +20% lightning / +15% temporal / +14% darkness / +10% light / +38% mind / +29% nature / +15% physical Reduces incoming crit damage: 10.00% Physical save: +59 (+0 eff.) Mental save: +69 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Equilibrium when hit: +2.00 Psi when hit: +3.00 Hate when hit: +2.40 Maximum mana: +40.00 Maximum psi: +76.00 Maximum vim: +30.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Mindpower: +38 (+3 eff.) Mental crit. chance: +17% Damage Shield penetration: +40% It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 10939 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On feet | Earagas the pair of rough leather boots (13 def, 11 armour) Earagas the pair of rough leather boots (13 def, 11 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +11 Defense: +13 (+1 eff.) Fatigue: -11% Effects on melee hit: * 60% chance to corrode armour * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 arcane Changes stats: +9 Str / +3 Dex / +4 Mag / +13 Wil / +9 Cun / +22 Con Changes resistances: +14% acid / +13% fire / +14% lightning / +14% cold Changes resistances penetration: +19% physical Changes damage: +6% acid / +12% physical / +6% temporal Maximum encumbrance: +52 Physical save: +66 (+0 eff.) Spell save: +38 (+0 eff.) Mental save: +53 (+5 eff.) Life regen: +2.10 Mana each turn: +0.39 Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +92.00 Spell crit. chance: +4% Mindpower: +10 (+1 eff.) Movement speed: +20% Healing mod.: +14% Damage Shield penetration: +20% Size category: +2 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 162 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tool | iron pickaxe 'Drirablek' (dig speed 1 turns) iron pickaxe 'Drirablek' (dig speed 1 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +9 Physical power: +11 (+0 eff.) Fatigue: -18% Changes stats: +7 Str / +3 Dex / +2 Cun Changes resistances: +18% darkness / +18% fire Changes resistances penetration: +5% blight Critical mult.: +12.00% Maximum encumbrance: +20 Stamina each turn: +0.80 Mana when firing critical spell: +2.00 Maximum life: +94.00 Maximum stamina: +71.00 Spellpower: +18 (+1 eff.) Spell crit. chance: +2% Movement speed: +10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Nerenn the Shinewrest Nerenn the ShinewrestPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+0 eff.) Defense: +20 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 arcane / 24 light Changes stats: +10 Str / +13 Mag / +32 Wil / +41 Cun / +9 Con Changes resistances: +30% acid / +40% light / +27% lightning / +30% cold / +6% arcane / +26% fire Changes resistances penetration: +5% arcane / +20% light Changes damage: +6% nature / +12% arcane / +23% light Mental save: +15 (+2 eff.) Disarm immunity: +37% Confusion immunity: +49% Pinning immunity: +48% Knockback immunity: +49% Maximum life: +50.00 Spellpower: +27 (+2 eff.) Mindpower: +45 (+3 eff.) Rings can have magical properties. |
On fingers | Starvalor the voratun ring Starvalor the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Physical power: +40 (+2 eff.) Armour: +6 Defense: +14 (+2 eff.) Effects on melee hit: * 39% chance to cause random gloom * 35% chance to blind Damage (Melee): 49 bleed Effects on ranged hit: * 40% chance to cause random gloom * 35% chance to blind Damage (Ranged): 50 bleed Changes stats: +19 Str / +18 Dex / +7 Mag / +8 Wil / +42 Cun / +20 Con Changes resistances: +40% darkness / +9% acid Changes damage: +20% darkness / +9% light Spell save: +27 (+0 eff.) Mental save: +23 (+3 eff.) Poison immunity: +10% Disease immunity: +25% Disarm immunity: +70% Confusion immunity: +47% Pinning immunity: +44% Knockback immunity: +50% Hate when firing a critical mind attack: +5.00 Only die when reaching: -80.00 life Maximum life: +50.00 Maximum hate: +30.00 Spellpower: +30 (+2 eff.) Mindpower: +15 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Around neck | copper amulet 'Smolderpierce' copper amulet 'Smolderpierce'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Armour: +12 Defense: +16 (+2 eff.) Fatigue: -17% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict damage reduction Damage when hit (Melee): 16 mind / 16 fire Changes stats: +11 Str / +14 Dex / +5 Mag / +2 Wil / +8 Cun / +13 Con Changes resistances: +14% temporal / +13% darkness / +14% cold / +12% light / +14% fire Changes resistances cap: +9% all Changes damage: +12% darkness / +5% temporal / +12% light / +11% physical Critical mult.: +24.00% Reduces incoming crit damage: 10.00% Physical save: +54 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +20 (+2 eff.) Blindness immunity: +58% Confusion immunity: +12% Pinning immunity: +25% Knockback immunity: +25% Life regen: +3.90 Stamina each turn: +1.20 Maximum life: +40.00 Maximum hate: +2.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Mindpower: +13 (+1 eff.) Light radius: +5 Infravision radius: +12 Sight radius: +4 See invisible: +13 Movement speed: +20% Combat speed: +10% Amulets can have magical properties. |
In main hand | Hellfury the vined mindstar (83% power, 18 apr, nature damage) Hellfury the vined mindstar (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This parasitic mindstar will draw strength from other psionic mindstars. This natural sand should be returned to the wyrm. This natural frost should be returned to the wyrm. The set is complete. Power: 84% Range: 1.1x Uses stats: 65% Wil, 50% 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% Damage (Melee): +8 acid When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Damage when hit (Melee): 10 ice / 20 physical Changes resistances: +22% physical / +6% blight / +13% cold / +8% arcane / +6% nature Changes resistances penetration: +11% cold / +22% physical / +5% fire Changes damage: +23% lightning / +19% physical / +9% acid / +36% cold / +6% nature / +23% fire Talent masteries: +0.40 Psionic / Focus +0.40 Psionic / Projection +0.60 Psionic / Voracity +0.60 Cursed / Dark sustenance Talents cooldown: Kinetic Leech (-1 turn) Thermal Aura (-1 turn) Charged Aura (-1 turn) Thermal Leech (-1 turn) Kinetic Shield (-1 turn) Thermal Shield (-1 turn) Charged Shield (-1 turn) Brain Storm (-1 turn) Charge Leech (-1 turn) Frenzied Focus (-1 turn) Pyrokinesis (-1 turn) Kinetic Aura (-1 turn) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Disease immunity: +16% Disarm immunity: +30% Confusion immunity: +10% Pinning immunity: +20% Knockback immunity: +10% Hate when firing a critical mind attack: +9.00 Hate per kill: +9.00 Psi per kill: +9.00 Maximum hate: +39.00 Mindpower: +33 (+3 eff.) Mental crit. chance: +2% Life leech chance: +38% Life leech: +36% It can be used to inflict 5645.11 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Sungrinder SungrinderPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Physical power: +12 (+0 eff.) Armour: +15 Changes stats: +7 Str / +24 Dex / +15 Wil / +27 Cun / +6 Con / +20 Lck Changes resistances: +13% acid / +13% fire / +10% lightning / +8% cold Changes resistances penetration: +5% fire / +19% physical Changes damage: +3% mind / +20% physical Critical mult.: +35.00% Trap disarming bonus: +55 Stealth bonus: +30 Physical save: +20 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +63 (+6 eff.) Maximum life: +110.00 Maximum psi: +10.00 Spellpower: +12 (+1 eff.) Mindpower: +20 (+2 eff.) Mental crit. chance: +18% Infravision radius: +12 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
In off hand | Blacktyphoon (117% power, 32 apr, nature damage) Blacktyphoon (117% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This honing mindstar will focus other psionic mindstars. The natural wyrm seeks an element. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This natural mindstar calls for a summoner. This mindstar absorbs psionic energy that needs to be projected. The set is complete. Power: 117% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +12 fire When wielded/worn: Physical power: +10 (+0 eff.) Damage when hit (Melee): 9 lightning / 6 physical / 9 fire / 9 acid / 9 cold Changes stats: +3 Mag / +9 Wil / +21 Cun Changes resistances: +47% lightning / +27% physical / +8% acid / +9% nature / +9% blight / +50% cold / +15% mind / +45% fire Changes resistances penetration: +8% acid / +44% physical / +10% darkness / +8% fire / +9% cold / +29% mind / +9% nature Changes damage: +35% lightning / +31% physical / +38% darkness / +13% acid / +18% nature / +54% cold / +59% mind / +54% fire Talent masteries: +0.40 Psionic / Focus +0.40 Cursed / Dark sustenance +0.20 Wild-gift / Harmony +0.40 Psionic / Absorption +0.80 Psionic / Voracity +0.40 Psionic / Projection Talents cooldown: Kinetic Leech (-2 turns) Kinetic Shield (-2 turns) Charge Leech (-2 turns) Thermal Leech (-2 turns) Thermal Shield (-2 turns) Charged Shield (-2 turns) Critical mult.: +41.00% Physical save: +20 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +18 (+2 eff.) Blindness immunity: +40% Disease immunity: +22% Stun/Freeze immunity: +40% Equilibrium when hit: +6.20 Psi when hit: +3.80 Hate per kill: +10.00 Psi per kill: +9.00 Maximum life: +10.00 Mindpower: +22 (+2 eff.) Mental crit. chance: +9% Light radius: +4 Damage Resonance (when hit): +34% It can be used to inflict 6846.97 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Stormveil the elven-silk cloak (3 def, 13 armour) Stormveil the elven-silk cloak (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +55 (+7 eff.) Armour penetration: +20 Armour: +13 Defense: +3 (+0 eff.) Fatigue: -7% Damage when hit (Melee): 8 lightning Changes stats: +18 Str / +12 Dex / +3 Cun / +17 Con Changes resistances: +28% darkness / +9% fire / +12% blight / +30% cold / +7% arcane / +3% mind Changes resistances penetration: +10% darkness Changes damage: +17% darkness / +6% lightning Talent mastery: +0.40 Technique / Combat training Critical mult.: +26.00% Stealth bonus: +39 Physical save: +40 (+0 eff.) Spell save: -30 (+0 eff.) Mental save: +41 (+4 eff.) Cut immunity: +10% Stamina each turn: +1.40 Mana each turn: -0.56 Mana when firing critical spell: +4.00 Only die when reaching: -150.00 life Maximum life: +162.00 Maximum mana: +60.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Spidercrack' (65 def, 18 armour) drakeskin leather armour 'Spidercrack' (65 def, 18 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +22.0% Physical power: +45 (+2 eff.) Armour: +18 Defense: +65 (+7 eff.) Ranged Defense: +47 (+5 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 43 acid / 40 fire / 10 lightning Damage (Ranged): 10 lightning Damage when hit (Melee): 48 acid / 26 fire / 8 arcane Changes stats: +10 Str / +10 Dex / +12 Mag / +10 Wil / +5 Cun Changes resistances: +95% acid / +19% light / +20% darkness / +79% fire / +48% cold / +49% lightning Changes resistances penetration: +5% nature / +10% arcane Critical mult.: +43.00% Mental save: +25 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spellpower: +23 (+1 eff.) Spell crit. chance: +10% Mindpower: +25 (+2 eff.) Mental crit. chance: +10% Movement speed: +40% 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 leather. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 442 over 5 turns)regeneration infusion (heal 442 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 442 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. |
This item will automatically be transmogrified when you leave the level. acid wave rune of the duelist (11730 acid damage; dur 5; apply 178)acid wave rune of the duelist (11730 acid damage; dur 5; apply 178) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 11729.51 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 178. The surge of natural acids will remove one detrimental magical effect from you. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 13; power 39; dur 8)phase door rune (range 13; power 39; dur 8) 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: 7 Travel Speed: instantaneous Usage Speed: Spell (8% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. 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. |
Radhirachik RadhirachikInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +44 (+5 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Defense: +36 (+4 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: -6% Damage when hit (Melee): 20 blight / 4 mind Changes stats: +7 Dex / +8 Cun / +14 Con / +32 Lck Changes resistances: +14% temporal / +2% physical / +6% cold / +5% arcane / +12% nature Changes damage: +9% arcane / +6% physical Talent mastery: +0.16 Spell / Earth Critical mult.: +24.00% Physical save: +27 (+0 eff.) Spell save: +25 (+0 eff.) Mental save: +13 (+2 eff.) Cut immunity: +50% Pinning immunity: +53% Knockback immunity: +26% Life regen: +2.60 Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum life: +77.00 Movement speed: +10% Combat speed: +10% Healing mod.: +14% Reduce all damage from unseen attackers: 48% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 967 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Belulle the copper ring Belulle the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Fatigue: -6% Changes stats: +2 Con Changes resistances: +24% acid / +2% physical Changes damage: +12% acid / +9% physical Spell save: +11 (+0 eff.) Maximum stamina: +13.00 Healing mod.: +10% Rings can have magical properties. |
Cuthirak the Blindbreak Cuthirak the BlindbreakInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +25 (+1 eff.) Changes stats: +18 Str / +6 Dex / +5 Cun / +19 Con Changes resistances: +24% nature / +24% acid Changes resistances penetration: +10% light Changes damage: +12% nature / +21% acid Mental save: +7 (+1 eff.) Confusion immunity: +26% Life regen: +2.60 Maximum life: +122.00 Maximum stamina: +5.00 Healing mod.: +43% Rings can have magical properties. |
Earidunarak the Jetmortal (264% power, 3 apr) Earidunarak the Jetmortal (264% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 265% Range: 1.5x Uses stats: 102% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 125% On weapon hit: * 27% chance to corrode armour * 42% chance to cause random gloom * 40% chance to inflict damage reduction * 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): +24 lightning / +4 darkness / +51 mind Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +24 fire When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +19 Physical crit. chance: +38.0% Physical power: +17 (+0 eff.) Damage when hit (Melee): 16 mind Changes stats: +2 Str / +16 Dex / +3 Mag / +11 Wil / +9 Cun / +1 Con Changes resistances penetration: +17% acid / +19% physical / +34% darkness / +19% fire / +19% mind Changes damage: +15% darkness / +19% physical Life regen: +3.00 Global speed: +7% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing steel battleaxe (250% power, 2 apr)arcing steel battleaxe (250% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 251% Range: 1.5x Uses stats: 102% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. hateful steel battleaxe of ruin (251% power, 2 apr)hateful steel battleaxe of ruin (251% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 252% Range: 1.5x Uses stats: 102% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +16% Living When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Critical mult.: +20.00% Massive two-handed battleaxes. |
iron dagger (243% power, 5 apr) iron dagger (243% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 243% Range: 1.3x Uses stats: 57% Wil, 50% Mag, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (243% power, 5 apr) iron dagger (243% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 243% Range: 1.3x Uses stats: 57% Wil, 50% Mag, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Sunraven the voratun greatmaul (276% power, 4 apr) Sunraven the voratun greatmaul (276% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 277% Range: 1.5x Uses stats: 102% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 42% chance to corrode armour * 20% chance to daze * Random elemental explosion * 20% chance to torment the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +28 acid / +28 temporal / +28 light / +73 cold / +23 nature Burst (radius 1) on hit: +12 fire Damage against: +42% Undead When wielded/worn: Physical crit. chance: +17.0% Physical power: +21 (+1 eff.) Changes stats: +10 Con Changes resistances: +9% nature Changes resistances penetration: +64% acid / +21% physical / +21% darkness / +48% lightning / +15% blight / +52% fire / +20% mind / +48% cold Mental save: +6 (+1 eff.) Disease immunity: +15% Cut immunity: +5% Disarm immunity: +49% Pinning immunity: +10% Stun/Freeze immunity: +30% Knockback immunity: +15% Life regen: +4.00 Massive two-handed mauls. |
Aladunasta the voratun greatsword (274% power, 4 apr) Aladunasta the voratun greatsword (274% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 275% Range: 1.6x Uses stats: 102% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 nature / +36 temporal Burst (radius 2) on crit: +51 fire When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +21 Physical crit. chance: +41.0% Physical power: +21 (+1 eff.) Defense: +21 (+2 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +42% all Changes resistances penetration: +63% nature / +38% fire Critical mult.: +32.00% Disarm immunity: +70% Maximum hate: +2.00 Maximum psi: +58.00 Global speed: +17% Massive two-handed swords. |
Elenegar the dwarven-steel greatsword (267% power, 2 apr) Elenegar the dwarven-steel greatsword (267% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 267% Range: 1.6x Uses stats: 102% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +20 blight / +16 acid / +21 cold When wielded/worn: Armour penetration: +14 Physical crit. chance: +30.0% Physical power: +16 (+0 eff.) Changes stats: +1 Str / +1 Dex Changes resistances: +6% arcane Changes resistances penetration: +16% physical Changes damage: +3% arcane / +16% physical Mental save: +10 (+1 eff.) Disease immunity: +35% Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Mindpower: +4 (+1 eff.) See invisible: +15 Massive two-handed swords. |
Wintertide (261% power, 10 apr) Wintertide (261% power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 262% Range: 1.4x Uses stats: 90% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 4751.57 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 27 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
iron longsword (244% power, 2 apr) iron longsword (244% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 245% Range: 1.4x Uses stats: 90% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (244% power, 2 apr) iron longsword (244% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 244% Range: 1.4x Uses stats: 90% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword (247% power, 3 apr)steel longsword (247% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 247% Range: 1.4x Uses stats: 90% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's steel mace of nature (246% power, 3 apr)inquisitor's steel mace of nature (246% power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 247% Range: 1.4x Uses stats: 90% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +9% nature Blunt and deadly. |
Gunisadig the Deepssage (87% power, 18 apr, mind damage) Gunisadig the Deepssage (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This psionic mindstar is wrathful to the hated. This mindstar will resonate with other psionic mindstars. This mindstar absorbs psionic energy that needs to be projected. This natural lightning should be returned to the wyrm. Power: 87% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Damage when hit (Melee): 11 lightning / 8 darkness / 8 arcane Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +10 Cun / +3 Con Changes resistances: +22% lightning / +12% darkness / +5% blight / +13% fire / +6% mind / +13% cold Changes resistances penetration: +10% lightning / +6% mind Changes damage: +5% acid / +6% darkness / +11% lightning / +17% mind / +6% nature Talent masteries: +0.10 Psionic / Absorption +0.40 Psionic / Voracity +0.20 Cursed / Dark sustenance Talents cooldown: Kinetic Leech (+0(-) turn) Kinetic Shield (+0(-) turn) Charge Leech (+0(-) turn) Thermal Leech (+0(-) turn) Thermal Shield (+0(-) turn) Charged Shield (+0(-) turn) Critical mult.: +13.00% Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +11 (+1 eff.) Disease immunity: +16% Life regen: +1.10 Equilibrium when hit: +2.60 Psi when hit: +1.34 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Hate per kill: +3.00 Psi per kill: +3.00 Maximum life: +24.00 Maximum hate: +0.00 Maximum psi: +56.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Mindpower: +7 (+1 eff.) Mental crit. chance: +11% Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +27 Damage Resonance (when hit): +13% It can be used to inflict 5038.11 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Koroladir the thorny mindstar (94% power, 24 apr, nature damage) Koroladir the thorny mindstar (94% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This parasitic mindstar will draw strength from other psionic mindstars. This honing mindstar will focus other psionic mindstars. Power: 95% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 acid When wielded/worn: Armour: +4 Changes stats: +9 Cun / +3 Wil Changes resistances: +6% acid / +7% physical / +7% blight / +5% arcane / +6% lightning Changes resistances penetration: +5% physical / +8% mind / +8% darkness Changes damage: +50% lightning / +6% physical / +17% darkness / +7% acid / +17% mind / +51% cold / +7% nature / +51% fire Talent masteries: +0.60 Psionic / Focus +0.60 Psionic / Projection +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talents cooldown: Frenzied Focus (+0(-) turn) Brain Storm (+0(-) turn) Charged Aura (+0(-) turn) Thermal Aura (+0(-) turn) Pyrokinesis (+0(-) turn) Kinetic Aura (+0(-) turn) Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Spell save: +6 (+0 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +25% Disease immunity: +19% Pinning immunity: +20% Life regen: +1.40 Equilibrium when hit: +1.70 Hate when firing a critical mind attack: +4.00 Hate per kill: +3.00 Psi per kill: +3.00 Maximum life: +32.00 Maximum hate: +16.00 Mindpower: +19 (+2 eff.) Mental crit. chance: +11% Life leech chance: +10% Life leech: +14% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to inflict 5754.37 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Malekhad (81% power, 18 apr, mind damage) Malekhad (81% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 82% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Damage when hit (Melee): 8 blight / 9 fire Changes stats: +4 Cun / +5 Wil Changes resistances: +10% darkness / +10% fire Changes resistances penetration: +8% darkness / +8% fire Changes damage: +12% blight / +10% fire / +10% darkness Talent masteries: +0.20 Cursed / Darkness +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity Critical mult.: +22.00% Physical save: +5 (+0 eff.) Spell save: +3 (+0 eff.) Blindness immunity: +15% Life regen: +0.80 Mana each turn: +0.16 Hate per kill: +3.00 Psi per kill: +3.00 Maximum life: +22.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Global speed: +3% It can be used to inflict 5038.11 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of flames (88% power, 18 apr, nature damage)gifted vined mindstar of flames (88% 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 fire should be returned to the wyrm. Power: 89% Range: 1.1x Uses stats: 65% Wil, 50% 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): 8 fire Changes resistances: +11% fire Changes resistances penetration: +11% fire Changes damage: +10% fire Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Global speed: +3% 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. |
living mindstar 'Chargefear' (116% power, 40 apr, nature damage) living mindstar 'Chargefear' (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power: 116% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze When wielded/worn: Damage when hit (Melee): 40 lightning / 17 fire / 10 mind / 10 darkness Changes stats: +8 Str / +8 Dex / +9 Mag / +14 Wil / +12 Cun / +6 Con Changes resistances: +110% lightning / +10% physical / +8% blight / +93% fire / +73% cold Changes resistances penetration: +48% lightning / +10% physical / +20% fire Changes damage: +35% lightning / +10% physical / +9% darkness / +20% fire / +35% mind / +10% nature Talent masteries: +0.60 Psionic / Absorption +0.80 Psionic / Voracity +0.20 Cursed / Dark sustenance Talents cooldown: Kinetic Leech (+0(-) turn) Kinetic Shield (+0(-) turn) Charge Leech (+0(-) turn) Thermal Leech (+0(-) turn) Thermal Shield (+0(-) turn) Charged Shield (+0(-) turn) Critical mult.: +10.00% Physical save: +8 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +19 (+2 eff.) Disease immunity: +25% Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +0.00 Hate per kill: +4.00 Psi per kill: +5.00 Maximum psi: +50.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +12% Infravision radius: +4 Global speed: +6% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 It can be used to inflict 7174.76 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (77% power, 12 apr, mind damage) mossy mindstar (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 60% Wil, 50% 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: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
mossy mindstar (75% power, 12 apr, mind damage) mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% 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: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
nature's vined mindstar of resolve (87% power, 18 apr, mind damage) nature's vined mindstar of resolve (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight Changes damage: +4% nature Physical save: +4 (+0 eff.) Disease immunity: +11% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 238% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. blighted yew magestaff (250% power, 4 apr, cold element)blighted yew magestaff (250% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 250% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 14% chance to disease Changes damage: +20% cold Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum vim: +28.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (243% power, 2 apr, physical element) elm starstaff (243% power, 2 apr, physical element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 244% Range: 1.2x 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% physical Talent granted: +1 Command Staff Spellpower: +3 (+0 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. elemental dwarven-steel waraxe of torment (250% power, 4 apr)elemental dwarven-steel waraxe of torment (250% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 250% Range: 1.4x Uses stats: 90% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +12% acid / +11% darkness / +13% fire / +13% cold / +11% mind / +13% lightning One-handed war axes. |
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. |
hardened leather belt 'Zubitta' hardened leather belt 'Zubitta'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +9 Mag / +8 Wil Changes resistances penetration: +5% mind Maximum encumbrance: +32 Physical save: +11 (+0 eff.) Mental save: +25 (+3 eff.) Mana each turn: +0.31 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum mana: +32.00 Maximum hate: +4.00 Spell crit. chance: +4% Mindpower: +5 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
Cloudrip the linen cloak (1 def, 0 armour) Cloudrip the linen cloak (1 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 20 darkness / 8 lightning Changes stats: +2 Str / +4 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +15% temporal Changes resistances penetration: +5% lightning / +10% temporal Changes damage: +6% darkness Talent mastery: +0.30 Technique / Combat training Physical save: +13 (+0 eff.) Spell save: -7 (+0 eff.) Mental save: +14 (+2 eff.) Stamina each turn: +0.60 Mana each turn: -0.20 Only die when reaching: -100.00 life Maximum life: +36.00 Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islilrasebeth the linen cloak (6 def, 0 armour) Islilrasebeth the linen cloak (6 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +2 Str / +3 Wil Changes resistances: +12% light / +11% fire Changes resistances penetration: +10% arcane Reduces incoming crit damage: 10.00% Stealth bonus: +6 Mental save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Shadekin' (0 def, 0 armour) linen robe 'Shadekin' (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness Changes stats: +4 Con Changes resistances: +7% lightning / +16% temporal / +22% darkness / +31% fire / +24% acid / +24% physical / +8% blight / +31% cold / +14% mind / +7% light Changes damage: +13% acid / +14% physical / +3% temporal / +14% fire / +8% nature / +14% cold Talent cooldown: Refit Golem (-6 turns) Physical save: +24 (+0 eff.) Spell save: +36 (+0 eff.) Mental save: +53 (+5 eff.) Poison immunity: +25% Disease immunity: +26% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Arcspawner' (0 def, 15 armour) pair of drakeskin leather boots 'Arcspawner' (0 def, 15 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning / 8 light / 4 arcane Changes stats: +10 Str / +28 Dex / +11 Wil / +18 Cun / +39 Con / +43 Lck Changes resistances: +13% acid / +6% light / +15% cold / +10% fire / +7% arcane / +18% lightning Changes resistances penetration: +25% lightning / +19% physical / +10% light Changes damage: +6% lightning / +8% physical Stealth bonus: +45 Physical save: +70 (+0 eff.) Mental save: +74 (+7 eff.) Life regen: +11.00 Mindpower: +16 (+1 eff.) Light radius: +2 Healing mod.: +51% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubesewyn (0 def, 9 armour) Zubesewyn (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +19 (+2 eff.) Armour: +9 Armour Hardiness: +7% Effects on melee hit: * 26% chance to cause random gloom * 30% chance to gain 10% of a turn Damage (Melee): 10 acid / 32 darkness / 8 lightning / 10 fire / 32 mind / 10 cold Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +9 Dex / +15 Mag / +6 Wil / +8 Cun / +9 Con Changes resistances: +6% physical / +6% light / +3% temporal / +5% arcane / +6% darkness Changes resistances penetration: +35% blight Changes damage: +10% arcane Talent cooldown: Double Strike (-2 turns) Physical save: +34 (+0 eff.) Spell save: +24 (+0 eff.) Mental save: -15 (-1 eff.) Disarm immunity: +52% Mana each turn: +0.15 Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +7% Mindpower: +10 (+1 eff.) Infravision radius: +2 When used to modify unarmed attacks: Power: 242% Range: 1.1x Uses stats: 54% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +1 Physical crit. chance: +19.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 1). When this weapon hits: Reproach (20% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Set Up (20% chance level 1). Damage (Melee): +14 ice / +8 physical / +18 lightning / +18 fire / +21 arcane / +18 acid Burst (radius 2) on crit: +18 light / +16 darkness / +14 arcane It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 2997.72 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. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 243% Range: 1.4x Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 242% Range: 1.1x Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bleakmonster (7 def, 10 armour) Bleakmonster (7 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +10 Defense: +7 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +8 Str / +4 Dex / +7 Wil / +4 Cun / +3 Con / +10 Lck Changes resistances: +29% lightning / +11% temporal / -27% light / +11% fire / +17% nature / +4% all / +11% blight / +11% cold / +3% darkness Changes damage: +15% acid / +6% darkness Physical save: +11 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +17 (+2 eff.) Silence immunity: +10% Life regen: +5.20 Maximum life: +82.00 Spell crit. chance: +5% Mental crit. chance: +6% Healing mod.: +22% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 99181.2 Physical damage. If the attack hits, the target is confused (49% 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. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
This item will automatically be transmogrified when you leave the level. fortifying dwarven-steel mail armour of stability (3 def, 8 armour)fortifying dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +4 Str / +5 Con Changes resistances: +8% physical Physical save: +19 (+0 eff.) Maximum life: +72.00 A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked steel plate armour of stability (4 def, 9 armour)spiked steel plate armour of stability (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Damage when hit (Melee): 14 physical Changes resistances: +7% physical Physical save: +16 (+0 eff.) A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
quiver of elm arrows (21/21, 244% power, 5 apr) quiver of elm arrows (21/21, 244% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 245% Range: 1.4x Uses stats: 60% Wil, 50% Mag, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
13 agate 13 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. |
938 alchemist agate 938 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. |
3 onyx 3 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. |
6 aquamarine 6 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
brutal iron pickaxe (dig speed 20 turns) brutal iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+0 eff.) Changes stats: +1 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald 12 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. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel 13 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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of iron shots (15/15, 246% power, 1 apr) pouch of iron shots (15/15, 246% power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 247% Range: 1.2x Uses stats: 30% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of steel shots of amnesia (22/22, 248% power, 2 apr)psychokinetic pouch of steel shots of amnesia (22/22, 248% power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 249% Range: 1.2x Uses stats: 30% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 On weapon hit: * 25% chance to put talents on cooldown * 10% chance to knock the target back Damage (Ranged): +29 physical Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of thermal psionic shield 'Sunwinter' [power 75] (18 cooldown) dwarven-steel torque of thermal psionic shield 'Sunwinter' [power 75] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Mag Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +5% light Changes damage: +6% light Talent cooldown: Silence (+5 turn) Talents granted: +1 Ward +3 Silence Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.00 Maximum vim: +20.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
11 amethyst 11 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. |
5 quartz 5 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. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
12 citrine 12 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. |
12 zircon 12 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 Wild9 the Dark Faerie Adventurer level 200
2nd Haze 122nd year of Ascendancy at 21:10 see stats
By Wild9 the Dark Faerie Adventurer level 200
79th Dusk 122nd year of Ascendancy at 07:39 see stats
By Wild9 the Dark Faerie Adventurer level 192
67th Dusk 122nd year of Ascendancy at 23:05 see stats
By Wild9 the Dark Faerie Adventurer level 52
1st Flare 122nd year of Ascendancy at 20:01 see stats
By Wild9 the Dark Faerie Adventurer level 95
5th Flare 122nd year of Ascendancy at 07:46 see stats
By Wild9 the Dark Faerie Adventurer level 141
35th Dusk 122nd year of Ascendancy at 06:00 see stats
By Wild9 the Dark Faerie Adventurer level 192
67th Dusk 122nd year of Ascendancy at 23:05 see stats
By Wild9 the Dark Faerie Adventurer level 116
17th Dusk 122nd year of Ascendancy at 22:40 see stats
By Wild9 the Dark Faerie Adventurer level 47
1st Summertide 122nd year of Ascendancy at 03:11 see stats
By Wild9 the Dark Faerie Adventurer level 50
1st Flare 122nd year of Ascendancy at 13:03 see stats
By Wild9 the Dark Faerie Adventurer level 10
77th Pyre 122nd year of Ascendancy at 17:39 see stats
By Wild9 the Dark Faerie Adventurer level 20
9th Mirth 122nd year of Ascendancy at 00:10 see stats
By Wild9 the Dark Faerie Adventurer level 30
9th Mirth 122nd year of Ascendancy at 20:55 see stats
By Wild9 the Dark Faerie Adventurer level 40
10th Mirth 122nd year of Ascendancy at 18:56 see stats
By Wild9 the Dark Faerie Adventurer level 50
1st Flare 122nd year of Ascendancy at 13:03 see stats
By Wild9 the Dark Faerie Adventurer level 121
18th Dusk 122nd year of Ascendancy at 11:21 see stats
By Wild9 the Dark Faerie Adventurer level 94
5th Flare 122nd year of Ascendancy at 07:46 see stats
By Wild9 the Dark Faerie Adventurer level 129
29th Dusk 122nd year of Ascendancy at 09:04 see stats
By Wild9 the Dark Faerie Adventurer level 76
2nd Flare 122nd year of Ascendancy at 09:39 see stats
By Wild9 the Dark Faerie Adventurer level 50
1st Flare 122nd year of Ascendancy at 19:12 see stats
By Wild9 the Dark Faerie Adventurer level 32
9th Mirth 122nd year of Ascendancy at 23:04 see stats
By Wild9 the Dark Faerie Adventurer level 117
18th Dusk 122nd year of Ascendancy at 04:15 see stats
By Wild9 the Dark Faerie Adventurer level 180
48th Dusk 122nd year of Ascendancy at 18:09 see stats
By Wild9 the Dark Faerie Adventurer level 105
10th Dusk 122nd year of Ascendancy at 11:28 see stats
By Wild9 the Dark Faerie Adventurer level 154
41st Dusk 122nd year of Ascendancy at 08:08 see stats
By Wild9 the Dark Faerie Adventurer level 61
2nd Flare 122nd year of Ascendancy at 00:01 see stats
By Wild9 the Dark Faerie Adventurer level 76
4th Flare 122nd year of Ascendancy at 16:17 see stats
By Wild9 the Dark Faerie Adventurer level 37
10th Mirth 122nd year of Ascendancy at 13:43 see stats
By Wild9 the Dark Faerie Adventurer level 20
9th Mirth 122nd year of Ascendancy at 00:10 see stats
Log
Wild9's Clone deactivates Forge Shield.
Wild9's Clone deactivates Elemental Harmony.
Wild9's Clone deactivates Contingency.
Wild9's Clone deactivates Chant of Fortitude.
Wild9's Clone deactivates Wild Growth.
Wild9's Clone deactivates Inner Power.
Wild9's Clone deactivates Arcane Shield.
Wild9's Clone meditates on nature.
Wild9's Clone deactivates Dark Ritual.
Wild9's Clone deactivates Quicken Spells.
Wild9's Clone is no longer surging arcane power.
Wild9's Clone deactivates Beyond the Flesh.
Wild9's Clone deactivates Lightning Infusion.
Wild9's Clone deactivates Hurricane.
Wild9's Clone deactivates Psiblades.
Wild9's Clone deactivates Living Lightning.
Wild9's Clone deactivates Tempest.
Wild9's Clone deactivates Arcane Feed.
Wild9's Clone deactivates Spellcraft.
Wild9's Clone deactivates Daunting Presence.
Wild9's Clone deactivates Thunderstorm.
The furious lightning storm around Wild9's Clone calms down and disappears.
Wild9's Clone deactivates Hymn of Detection.
Wild9's Clone deactivates Shadow Feed.
Wild9's Clone deactivates Flame of Urh'Rok.
Wild9's Clone is slowing down.
Wild9's Clone deactivates Arcane Combat.
Wild9's Clone deactivates Through The Crowd.
Wild9's Clone deactivates Augmentation.
Wild9's Clone deactivates Feather Wind.