Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Items Vault 1.0.3 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Summoner |
Level / Exp | 33 / 6% |
Size | medium |
Lifes / Deaths | Killed by Yvykira the blade horror at level 14 on the 47th Haze 122nd year of Ascendancy at 22:07 0 / 8Killed by Salisewyn the sand-drake at level 16 on the 59th Haze 122nd year of Ascendancy at 16:07 Killed by The Fragmented Essence of Harkor'Zun at level 17 on the 73rd Haze 122nd year of Ascendancy at 14:57 Killed by Urkis, the High Tempest at level 19 on the 1st Regrowth 123rd year of Ascendancy at 21:39 Killed by Neriwe the vampire lord at level 21 on the 19th Regrowth 123rd year of Ascendancy at 17:50 Killed by Neriwe the vampire lord at level 21 on the 19th Regrowth 123rd year of Ascendancy at 19:19 Killed by The Master at level 25 on the 49th Pyre 123rd year of Ascendancy at 18:12 Killed by overpowered greater multi-hued wyrm at level 33 on the 10th Flare 123rd year of Ascendancy at 18:54 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 16 (base 11) |
Constitution | 39 (base 29) |
Magic | 14 (base 10) |
Willpower | 114.01939569062 (base 60) |
Cunning | 85.509697845313 (base 47) |
Resources
Life | -146/747 |
Equilibrium | 136 |
Healing Factor | 1.4079239567656 |
Regeneration | 6.265261607607 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +118.125% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 10 |
Offense: Mainhand
Damage | 99 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 65 |
Speed | 1.00 |
Offense: Offhand
Damage | 93 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 71 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.5 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 71.514000921306 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Light | +9% |
All | 0% |
Physical | +5% |
Mind | +8% |
Nature | +27% |
Offense: Damage Penetration
Physical | +10% |
Mind | +20% |
Nature | +29% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 20.55 |
Ranged Defense | 20.55 |
Fatigue | 0 |
Physical Save | 42.083333333333 |
Spell Save | 42.602262830573 |
Mental Save | 62.458795684394 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 80%( 80%) |
Physical | + 35%( 70%) |
Cold | + 35%( 70%) |
All | + 19%( 70%) |
Lightning | + 19%( 70%) |
Light | + 21%( 70%) |
Fire | + 44%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Master Summoner |
talent | Psiblades |
talent | Elemental Harmony |
talent | Antimagic Shield |
detrimental effect | The target is on fire, taking 55.60 fire damage per turn. Burning |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | Increases global speed by 18%. Elemental Harmony |
beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 11%. Recovery |
beneficial effect | You gain 31% resistance against fire. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Willpower by +2. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. Melinda decided to come live with you in your Fortress. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded 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: 336. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On hands | archer's voratun gauntlets of butchering (0 def, 3 armour) archer's voratun gauntlets of butchering (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 Armour penetration: +7 Physical power: +6 Armour: +3 Changes stats: +3 Cun / +2 Dex Changes resistances: +11% blight Spell save: +5 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Mayirinne of cure illness [power 2] (20 cooldown) Mayirinne of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% light Spell save: +6 Mental save: +9 Resist all after a teleport: +6% New effects duration reduction after a teleport: +10% It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | solipsist's steel ring of physical power solipsist's steel ring of physical power Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 Changes stats: +5 Cun / +5 Wil Mindpower: +6 Rings can have magical properties. |
On fingers | Glurenne GlurenneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +10% mind Changes damage: +3% mind Critical mult.: +5.00% Mental save: +6 Psi each turn: +0.10 Psi when firing a critical mind attack: +1.00 Hate per kill: +1.00 Rings can have magical properties. |
Around neck | Porimira the Brightgore Porimira the BrightgoreCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -6% Changes stats: +6 Cun / +6 Con Damage when the wearer is hit: 4 light Changes resistances penetration: +5% nature Changes damage: +9% light Talent mastery: +0.22 Technique / Combat veteran Critical mult.: +17.00% Light radius: +3 Amulets can have magical properties. |
In main hand | Eyal's Will (22-24.2 power, 53 apr, nature damage) Eyal's Will (22-24.2 power, 53 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +53 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +9 Wil Damage when the wearer is hit: 20 nature Changes resistances: +15% nature / +25% blight Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Mindstar mastery +0.10 Wild-gift / Antimagic Talent granted: +3 Ooze Spit Disease immunity: +30% Mindpower: +30 Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 60 power out of 60/60) : Effective talent level: 3.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 77.79 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | harmonious living mindstar (16.5-18.15 power, 59 apr, nature damage) harmonious living mindstar (16.5-18.15 power, 59 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 80% Wil, 48% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +59 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% nature Changes resistances penetration: +4% nature Changes damage: +7% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +0.80 Mindpower: +8 Mental crit. chance: +5% It can be used to completes a nature powered mindstar set, placing all other charms into a 20 cooldown. 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 | regal cashmere cloak (2 def, 0 armour) regal cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil Mental save: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the warrior (heal 156)healing infusion of the warrior (heal 156) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 156 life. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 130 over 5 turns)regeneration infusion (heal 130 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 130 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. |
Rune of the Rift (606.08 temporal damage, removed from time 4 turns) Rune of the Rift (606.08 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 606.08 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 5; power 23; dur 5)phase door rune (range 5; power 23; dur 5) 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. shielding rune (absorb 50 for 5 turns)shielding rune (absorb 50 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the titan (range 103)teleportation rune of the titan (range 103) 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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Its effects scale with your Constitution 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% cold Allows you to breathe in: water Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. inertial stralite amulet of willpower (+6)inertial stralite amulet of willpower (+6) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil Pinning immunity: +30% Stamina each turn: +1.00 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. psionicist's voratun ring of tenacitypsionicist's voratun ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +28% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's voratun ring of fire (+34%)savior's voratun ring of fire (+34%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +34% fire Changes damage: +17% fire Physical save: +8 Spell save: +10 Mental save: +8 Rings can have magical properties. |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Stun/Freeze immunity: +22% Life regen: +0.60 Rings can have magical properties. |
warrior's copper ring of corrosion (+20%) warrior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. wizard's voratun ring of perseverancewizard's voratun ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Stun/Freeze immunity: +34% Life regen: +1.20 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (59.5-89.25 power, 4 apr)voratun battleaxe (59.5-89.25 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (57.5-86.25 power, 4 apr)voratun battleaxe (57.5-86.25 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. psychic's voratun dagger (38.5-50.05 power, 9 apr)psychic's voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Mindpower: +8 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of evisceration (37-48.1 power, 9 apr)voratun dagger of evisceration (37-48.1 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun greatmaul of rage (67-100.5 power, 4 apr)acidic voratun greatmaul of rage (67-100.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +15 acid When wielded/worn: Accuracy: +11 Changes stats: +2 Str Changes damage: +17% physical Stamina when hit: +3.00 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. caustic stralite greatmaul of torment (51.5-77.25 power, 3 apr)caustic stralite greatmaul of torment (51.5-77.25 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage conversion: 40% acid blind When wielded/worn: Changes resistances penetration: +11% mind / +11% darkness / +11% acid Life regen: +0.72 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul (55.5-83.25 power, 3 apr)stralite greatmaul (55.5-83.25 power, 3 apr) Requires: - Strength 35 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul of amnesia (56-84 power, 3 apr)stralite greatmaul of amnesia (56-84 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Damage when the wearer is hit: 14 mind Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul (69.5-104.25 power, 4 apr)voratun greatmaul (69.5-104.25 power, 4 apr) Requires: - Strength 48 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul (65.5-98.25 power, 4 apr)voratun greatmaul (65.5-98.25 power, 4 apr) Requires: - Strength 48 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of crippling (64-96 power, 4 apr)voratun greatmaul of crippling (64-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +14.0% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +19 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level. Storm FuryStorm Fury Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 70% Firing range: +10 When wielded/worn: Ranged Defense: +15 Changes stats: +5 Dex / +7 Mag Damage when the wearer hits(ranged): 75 lightning Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
This item will automatically be transmogrified when you leave the level. manaburning voratun longsword of massacre (50-70 power, 6 apr)manaburning voratun longsword of massacre (50-70 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +23 manaburn Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite mace (35.5-49.7 power, 5 apr)insidious stralite mace (35.5-49.7 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +26 insidious poison Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace (33.5-46.9 power, 5 apr)stralite mace (33.5-46.9 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace (39-54.6 power, 5 apr)stralite mace (39-54.6 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace of shearing (34-47.6 power, 5 apr)stralite mace of shearing (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Changes resistances penetration: +8% physical Changes damage: +9% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Iveriavea (13.5-14.85 power, 32 apr, nature damage)Iveriavea (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature 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): +10% Damage against: +5% Humanoid When wielded/worn: Damage when the wearer hits(melee): 2 physical Damage when the wearer is hit: 12 physical Changes resistances: +5% arcane Maximum life: +10.00 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying pulsing mindstar of slime (13-14.3 power, 32 apr, mind damage)horrifying pulsing mindstar of slime (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 7 mind / 4 slime / 4 darkness Changes damage: +2% mind / +6% darkness / +9% nature Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar (16-17.6 power, 40 apr, nature damage)living mindstar (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar (17-18.7 power, 40 apr, mind damage)living mindstar (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar (15.5-17.05 power, 40 apr, nature damage)living mindstar (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of frost (8-8.8 power, 24 apr, nature damage) wyrm's thorny mindstar of frost (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical / 2 fire / 9 cold / 5 lightning / 3 acid Changes resistances: +4% physical / +4% fire / +6% cold / +4% lightning / +4% acid Changes resistances penetration: +4% cold Changes damage: +3% cold Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +3 Mental crit. chance: +3% It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown. 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. Salamira (25-30 power, 5 apr, light damage)Salamira (25-30 power, 5 apr, light damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +12 acid Burst (radius 1) on hit: +8 temporal Damage conversion: 10% temporal When wielded/worn: Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 4 temporal Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone magestaff (30-36 power, 6 apr, fire damage)blighted dragonbone magestaff (30-36 power, 6 apr, fire damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +12.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff (30-36 power, 6 apr, lightning damage)dragonbone magestaff (30-36 power, 6 apr, lightning damage) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone starstaff (30-36 power, 6 apr, physical damage)dragonbone starstaff (30-36 power, 6 apr, physical damage) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff (30-36 power, 6 apr, darkness damage)dragonbone vilestaff (30-36 power, 6 apr, darkness damage) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff of fate (25-30 power, 5 apr, fire damage)elven-wood magestaff of fate (25-30 power, 5 apr, fire damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +6 Spell save: +6 Mental save: +6 Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of projection (36-43.2 power, 6 apr, acid damage)potent dragonbone vilestaff of projection (36-43.2 power, 6 apr, acid damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 36.0 - 43.2 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +36% acid Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% It can be used to projects a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone magestaff (30-36 power, 6 apr, lightning damage)shimmering dragonbone magestaff (30-36 power, 6 apr, lightning damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +39.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's elven-wood magestaff (25-30 power, 5 apr, lightning damage)void walker's elven-wood magestaff (25-30 power, 5 apr, lightning damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Defense after a teleport: +16 Resist all after a teleport: +7% New effects duration reduction after a teleport: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. huntsman's voratun waraxe (39-54.6 power, 6 apr)huntsman's voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +14 nature Damage against: +14% Animal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe (39.5-55.3 power, 6 apr)voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elven-silk cloak (3 def, 0 armour)elven-silk cloak (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of frost (+19%) (5 def, 0 armour)focusing elven-silk robe of frost (+19%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +19% cold Changes damage: +13% cold Mana each turn: +0.28 Psi each turn: +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of life (5 def, 0 armour)mindwoven elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +13% blight Life regen: +0.50 Maximum life: +55.00 Mindpower: +3 Mental crit. chance: +4% Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering silk robe (3 def, 0 armour)shimmering silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +14% arcane Maximum mana: +58.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe (3 def, 0 armour)silk robe (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's elven-silk robe (5 def, 0 armour)stargazer's elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +2 Cun Changes damage: +10% darkness / +11% light Spellpower: +7 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots (0 def, 5 armour)pair of drakeskin leather boots (0 def, 5 armour) 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of speed (0 def, 5 armour)pair of voratun boots of speed (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glownigh (0 def, 1 armour) Glownigh (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str Damage when the wearer is hit: 8 light Changes resistances: +3% light Light radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 5.33 light damage within radius 4. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap (0 def, 5 armour)drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat (3 def, 0 armour)elven-silk wizard hat (3 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat (3 def, 0 armour)elven-silk wizard hat (3 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding voratun helm of precognition (3 def, 5 armour)grounding voratun helm of precognition (3 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 Armour: +5 Defense: +3 Fatigue: +5% Changes stats: +4 Cun Changes resistances: +12% lightning / +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm (0 def, 5 armour)voratun helm (0 def, 5 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cleansing stralite mail armour of lightning resistance (4 def, 8 armour)cleansing stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes resistances: +19% lightning / +16% nature / +18% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun mail armour of fire resistance (5 def, 10 armour)rejuvenating voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes resistances: +23% fire Life regen: +1.40 Stamina each turn: +1.80 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour (5 def, 10 armour)voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Xumira (4 def, 11 armour)Xumira (4 def, 11 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +4 Fatigue: +8% Changes resistances: +3% blight / +3% light / +3% temporal Mental save: +15 Cut immunity: +15% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble reinforced leather armour (4 def, 7 armour)nimble reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +3 Fatigue: +8% Changes stats: +3 Dex Movement speed: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing voratun plate armour of resilience (9 def, 16 armour)cleansing voratun plate armour of resilience (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances: +10% nature / +14% blight Maximum life: +35.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of stability (9 def, 25 armour)impenetrable voratun plate armour of stability (9 def, 25 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 Fatigue: +26% Physical save: +16 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rejuvenating stralite plate armour of clarity (7 def, 13 armour)rejuvenating stralite plate armour of clarity (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Mental save: +13 Life regen: +0.50 Stamina each turn: +0.90 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun plate armour of fire resistance (9 def, 16 armour)rejuvenating voratun plate armour of fire resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances: +17% fire Life regen: +1.30 Stamina each turn: +1.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. blood-etched voratun shield of acid resistance (+21%) (12 def, 3 armour, 200 block)blood-etched voratun shield of acid resistance (+21%) (12 def, 3 armour, 200 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +4 Con Changes resistances: +21% acid Talent granted: +5 Block Life regen: +1.10 Healing mod.: +10% Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. flaming voratun shield of fire resistance (+21%) (12 def, 3 armour, 197 block)flaming voratun shield of fire resistance (+21%) (12 def, 3 armour, 197 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer is hit: 15 fire Changes resistances: +21% fire Talent granted: +5 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. stralite shield (10 def, 2 armour, 145 block)stralite shield (10 def, 2 armour, 145 block) Requires: - Strength 35 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Talent granted: +4 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. enchanted quiver of elven-wood arrows of erosion (12/12, 42.5-59.5 power, 14 apr)enchanted quiver of elven-wood arrows of erosion (12/12, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 12 Turns elapse between self-loadings: 4 Damage when this weapon hits(ranged): +9 nature / +10 temporal When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows (13/13, 54.5-76.3 power, 18 apr)quiver of dragonbone arrows (13/13, 54.5-76.3 power, 18 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows (14/14, 52.5-73.5 power, 18 apr)quiver of dragonbone arrows (14/14, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Arrows are used with bows to pierce your foes to death. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
194 alchemist agate 194 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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 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 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
10 opal 10 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 Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe (dig speed 24 turns)voratun pickaxe (dig speed 24 turns) 3.00 Encumbrance. Type: tool / digger ; tier 5 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
10 emerald 10 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 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 Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise 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 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven lanterndwarven lantern 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
guard's brass lantern of revealing guard's brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Light radius: +2 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
healer's alchemist's lamp of focus healer's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +8% mind Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of revealing nightwalker's alchemist's lamp of revealingInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Changes stats: +5 Wil Light radius: +3 See stealth: +11 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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% Gems can be sold for money or used in arcane rituals. |
9 garnet 9 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% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of voratun shots of the leech (19/19, 51.5-61.8 power, 6 apr)barbed pouch of voratun shots of the leech (19/19, 51.5-61.8 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 Special effect when this weapon hits: leeches stamina from the target Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +11 slime / +7 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. quiet voratun torque of thermal psionic shield [power 131] (20 cooldown)quiet voratun torque of thermal psionic shield [power 131] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all fire and cold damage by 131 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. elven-wood totem of thorny skin [power 53] (20 cooldown)elven-wood totem of thorny skin [power 53] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to hardens the skin for 6 turns increasing armour by 53 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. elven-wood totem of thorny skin [power 55] (20 cooldown)elven-wood totem of thorny skin [power 55] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to hardens the skin for 6 turns increasing armour by 55 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 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% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dragonbone wand of conjuration [power 391] (6 cooldown)dragonbone wand of conjuration [power 391] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element (dam 196-391), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. dragonbone wand of trap destruction [power 97] (15 cooldown)dragonbone wand of trap destruction [power 97] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to try to disarm any known traps in a line (disarm power 97), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. elven-wood wand of lightning [power 192] (6 cooldown)elven-wood wand of lightning [power 192] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a beam of lightning (dam 64-192), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Whynot the Thalore Summoner level 27
57th Pyre 123rd year of Ascendancy at 14:30 see stats
By Whynot the Thalore Summoner level 14
48th Haze 122nd year of Ascendancy at 14:24 see stats
By Whynot the Thalore Summoner level 26
51st Pyre 123rd year of Ascendancy at 09:09 see stats
By Whynot the Thalore Summoner level 12
35th Haze 122nd year of Ascendancy at 15:12 see stats
By Whynot the Thalore Summoner level 30
3rd Mirth 123rd year of Ascendancy at 18:59 see stats
By Whynot the Thalore Summoner level 33
10th Flare 123rd year of Ascendancy at 18:54 see stats
By Whynot the Thalore Summoner level 30
77th Pyre 123rd year of Ascendancy at 19:09 see stats
By Whynot the Thalore Summoner level 10
35th Dusk 122nd year of Ascendancy at 15:44 see stats
By Whynot the Thalore Summoner level 28
65th Pyre 123rd year of Ascendancy at 10:18 see stats
By Whynot the Thalore Summoner level 17
73rd Haze 122nd year of Ascendancy at 19:01 see stats
By Whynot the Thalore Summoner level 17
75th Haze 122nd year of Ascendancy at 20:37 see stats
By Whynot the Thalore Summoner level 19
1st Regrowth 123rd year of Ascendancy at 22:48 see stats
By Whynot the Thalore Summoner level 27
59th Pyre 123rd year of Ascendancy at 18:34 see stats
By Whynot the Thalore Summoner level 14
48th Haze 122nd year of Ascendancy at 12:39 see stats
By Whynot the Thalore Summoner level 10
2nd Summertide 122nd year of Ascendancy at 13:44 see stats
By Whynot the Thalore Summoner level 20
1st Regrowth 123rd year of Ascendancy at 22:48 see stats
By Whynot the Thalore Summoner level 30
67th Pyre 123rd year of Ascendancy at 00:50 see stats
By Whynot the Thalore Summoner level 11
49th Dusk 122nd year of Ascendancy at 12:32 see stats
By Whynot the Thalore Summoner level 27
57th Pyre 123rd year of Ascendancy at 03:52 see stats
By Whynot the Thalore Summoner level 22
13rd Pyre 123rd year of Ascendancy at 23:53 see stats
By Whynot the Thalore Summoner level 29
65th Pyre 123rd year of Ascendancy at 14:03 see stats
By Whynot the Thalore Summoner level 6
7th Mirth 122nd year of Ascendancy at 05:48 see stats
By Whynot the Thalore Summoner level 14
48th Haze 122nd year of Ascendancy at 14:24 see stats
By Whynot the Thalore Summoner level 22
64th Regrowth 123rd year of Ascendancy at 19:23 see stats
By Whynot the Thalore Summoner level 31
1st Flare 123rd year of Ascendancy at 16:23 see stats
By Whynot the Thalore Summoner level 17
74th Haze 122nd year of Ascendancy at 17:52 see stats
By Whynot the Thalore Summoner level 21
19th Regrowth 123rd year of Ascendancy at 19:19 see stats
By Whynot the Thalore Summoner level 25
50th Pyre 123rd year of Ascendancy at 21:13 see stats
Log
Multi-hued drake hits fire drake hatchling for 173 lightning damage.
Your summoned black jelly disappears.
You fail to use Jelly due to your equilibrium!
Talent Fire Drake is ready to use.
Personal New Achievement: Are you out of your mind?!!
Ran for 4 turns (stop reason: taken damage).
Whynot's mind surges with critical power!
Whynot attunes to the damage.
Whynot is invigorated by the attack!
Whynot shrugs off the effect 'Silenced'!
Spinning beam hits Whynot for 17 arcane damage.
Multi-hued drake hits fire drake for 31 nature damage.
Multi-hued drake hits overpowered greater multi-hued wyrm for 0 nature damage.
Multi-hued drake hits overpowered greater multi-hued wyrm for 0 nature damage.
Multi-hued drake hits overpowered greater multi-hued wyrm for 0 nature damage.
Overpowered greater multi-hued wyrm breathes sand!
Whynot loses sight!
Overpowered greater multi-hued wyrm resists the sandstorm!
Overpowered greater multi-hued wyrm breathes fire!
Whynot is recovering from the damage!
Whynot's mind surges with critical power!
Whynot is invigorated by the attack!
Whynot is on fire!
Overpowered greater multi-hued wyrm breathes sand!
Saving done.
Saving done.
Saving game...