Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Summoner |
Level / Exp | 30 / 47% |
Size | medium |
Lifes / Deaths | Killed by bloated horror at level 30 on the 45th Regrowth 123rd year of Ascendancy at 22:11 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 32 (base 11) |
Dexterity | 41 (base 28) |
Constitution | 32 (base 23) |
Magic | 10 (base 10) |
Willpower | 77 (base 47) |
Cunning | 85 (base 43) |
Resources
Life | -153/706 |
Equilibrium | 177 |
Healing Factor | 1.3024420161894 |
Regeneration | 5.5353785688051 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 6 |
See Stealth | 54.935242463454 |
See Invisible | 60.935242463454 |
Offense: Mainhand
Damage | 48 |
Accuracy | 48 |
Crit Chance | 25% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 48 |
Crit Chance | 25% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Light | +20% |
Fire | +11% |
Nature | +9% |
Physical | +28% |
Mind | +10% |
All | +5% |
Offense: Damage Penetration
Lightning | +15% |
Light | +20% |
Physical | +30% |
Mind | +20% |
Fire | +19% |
Defense: Base
Armour (hardiness) | 25 (57.718496631565%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 27 |
Mental Save | 41 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 21%( 70%) |
Physical | + 37%( 70%) |
Cold | + 21%( 70%) |
All | + 17%( 70%) |
Darkness | + 32%( 70%) |
Temporal | + 26%( 70%) |
Lightning | + 26%( 70%) |
Mind | + 25%( 70%) |
Fire | + 35%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 50% |
Confusion Resistance | 26% |
Instadeath Resistance | 100% |
Stun Resistance | 19% |
Poison Resistance | 9% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 654% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Emelikira the giant green ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 ritch stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. | 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! | active |
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 within3 lumberjacks have died. | 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
On feet | Yvonor (0 def, 4 armour) Yvonor (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +4 Fatigue: -3% Changes stats: +5 Dex / +4 Con Changes resistances: +12% darkness Changes resistances penetration: +20% physical Maximum encumbrance: +33 Physical save: +9 (+3 eff.) Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Vorelera VoreleraCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% nature / +9% fire Maximum life: +60.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Hurandil the hardened leather cap (20 def, 9 armour) Hurandil the hardened leather cap (20 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +9 Defense: +20 (+7 eff.) Fatigue: +3% Changes stats: +8 Str / +5 Wil Changes resistances: +3% all / +8% physical Physical save: +15 (+5 eff.) Maximum hate: +8.00 Mental crit. chance: +4% A cap made of leather. |
On hands | hardened leather gloves 'Ulydas' (0 def, 2 armour) hardened leather gloves 'Ulydas' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +10 (+4 eff.) Armour: +2 Changes stats: +3 Str / +4 Dex / +4 Cun / +2 Con Changes damage: +18% physical Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Blasttyphoon (dig speed 30 turns) Blasttyphoon (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +5 (+2 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Only die when reaching: -60.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Belith the Dazzlehack Belith the DazzlehackCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Fatigue: -6% Changes stats: +5 Cun / +5 Wil Changes resistances: +9% mind Changes resistances penetration: +10% mind / +20% light Changes damage: +12% light / +5% all Maximum encumbrance: +25 Spellpower: +9 (+5 eff.) Mindpower: +16 (+4 eff.) Light radius: +3 Rings make your fingers look great! |
On fingers | Smolderpall the steel ring Smolderpall the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% fire Mental save: +7 (+2 eff.) Confusion immunity: +26% Light radius: +3 Rings make your fingers look great! |
Around neck | stabilizing steel amulet of healing stabilizing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Cut immunity: +50% Pinning immunity: +21% Knockback immunity: +24% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 314 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | thorny mindstar 'Betigabeth' (8-9 power, 24 apr, mind damage) thorny mindstar 'Betigabeth' (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning / 5 physical / 2 cold / 5 acid / 9 fire Changes resistances: +7% lightning / +4% physical / +6% darkness / +4% blight / +13% fire / +4% cold / +7% acid Changes resistances penetration: +9% fire Changes damage: +4% nature / +6% fire Talent granted: +1 Attune Mindstar Poison immunity: +10% Disease immunity: +14% Stun/Freeze immunity: +20% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +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. |
Around waist | Betumira the rough leather belt Betumira the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Life regen: +4.00 Maximum life: +33.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
In off hand | vined mindstar 'Gawyn' (4-4 power, 18 apr, mind damage) vined mindstar 'Gawyn' (4-4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +12 Wil Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision radius: +3 See invisible: +6 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 | Velynne the Glarefury (1 def, 0 armour) Velynne the Glarefury (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +4 Dex / +5 Cun Changes damage: +3% light Light radius: +2 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. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 70.66 to 88.32 physical damage (based on Willpower and Cunning) with knockback Activation costs 7 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the psychic (heal 194; cd 13) healing infusion of the psychic (heal 194; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 228; cd 12) healing infusion of the psychic (heal 228; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 235; cd 14) healing infusion of the sneak (heal 235; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 235 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 nature talent. |
healing infusion of the sneak (heal 211; cd 15) healing infusion of the sneak (heal 211; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 nature talent. |
healing infusion of the warrior (heal 123; cd 14) healing infusion of the warrior (heal 123; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the duelist (die at -393; dur 6; cd 31) heroism infusion of the duelist (die at -393; dur 6; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -393 life. The duration and life will increase by 1% for every 1% life you have lost (currently 872 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 nature talent. |
movement infusion of the duelist (speed 576%; cd 17) movement infusion of the duelist (speed 576%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 nature talent. |
movement infusion of the psychic (speed 660%; cd 11) movement infusion of the psychic (speed 660%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 654%; cd 10) movement infusion of the sneak (speed 654%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 nature talent. |
movement infusion of the wizard (speed 667%; cd 8) movement infusion of the wizard (speed 667%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 321; 17 cd) regeneration infusion of the psychic (heal 321; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 321 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 471; 16 cd) regeneration infusion of the sneak (heal 471; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Cunning 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 nature talent. |
regeneration infusion of the wizard (heal 183; 15 cd) regeneration infusion of the wizard (heal 183; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 353; 12 cd) regeneration infusion of the wizard (heal 353; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 301; 13 cd) regeneration infusion of the wizard (heal 301; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 24%; magical, mental; dur 4; cd 14) wild infusion of the duelist (res 24%; magical, mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 nature talent. |
wild infusion of the sneak (res 36%; magical; dur 4; cd 10) wild infusion of the sneak (res 36%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 nature talent. |
wild infusion of the warrior (res 24%; magical, physical; dur 2; cd 10) wild infusion of the warrior (res 24%; magical, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the warrior (res 21%; mental; dur 4; cd 16) wild infusion of the warrior (res 21%; mental; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shatter afflictions rune of the psychic (absorb 134; cd 12) shatter afflictions rune of the psychic (absorb 134; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 25 power out of 35/35) : Effective talent level: 2.6 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 331 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Polema the steel amulet Polema the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +26 (+9 eff.) Damage when hit (Melee): 2 blight Changes resistances cap: +4% all Changes damage: +6% blight Physical save: +12 (+4 eff.) Spell save: +15 (+7 eff.) Spellpower: +15 (+8 eff.) Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Aeryfang the Strikeslicer Aeryfang the StrikeslicerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +28% fire / +20% nature / +3% temporal Changes resistances penetration: +20% lightning Changes damage: +14% fire / +10% nature / +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Gugann the copper ring Gugann the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +17 (+5 eff.) Confusion immunity: +23% Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
Islama the steel ring Islama the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +25% temporal Reduces incoming crit damage: 15.00% Infravision radius: +3 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 4.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's copper ring gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +4 Con Rings make your fingers look great! |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes stats: +4 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Kasta' steel ring 'Kasta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Str / +6 Con Changes resistances: +3% temporal / +9% nature / +3% light Mental save: +9 (+3 eff.) Equilibrium when hit: +0.12 Maximum hate: +4.00 Rings make your fingers look great! |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 35 Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 35 Damage (Ranged): 10 physical Changes stats: +1 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
warrior's copper ring of nature (+22%) warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Duveyahell the Fogglean (17-26 power, 2 apr)Duveyahell the Fogglean (17-26 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 28% When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +13 Damage when hit (Melee): 10 arcane Changes stats: +5 Str Changes resistances: +5% arcane Changes resistances penetration: +15% darkness / +13% all Changes damage: +9% arcane Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19 power, 20 apr) Shantiz the Stormblade (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel dagger of evisceration (17-22 power, 7 apr)warbringer's dwarven-steel dagger of evisceration (17-22 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +16 (+6 eff.) Changes stats: +4 Con Changes resistances penetration: +10% physical Disarm immunity: +18% Sharp, short and deadly. |
Colaryem (48-76 power, 12 apr) Colaryem (48-76 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel longsword (23-32 power, 4 apr)arcing dwarven-steel longsword (23-32 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Beliwen the Chargegrind (14-20 power, 3 apr)Beliwen the Chargegrind (14-20 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +2 Con Changes resistances: +21% lightning Reduces incoming crit damage: 10.00% Disarm immunity: +26% Light radius: +2 Infravision radius: +3 Blunt and deadly. |
Balochik (4-4 power, 18 apr, nature damage) Balochik (4-4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Cun Changes resistances: +5% physical Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) 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. |
Gubar the Barkspawner (2-2 power, 12 apr, nature damage) Gubar the Barkspawner (2-2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun Changes resistances penetration: +20% mind Changes damage: +6% nature Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Maximum psi: +50.00 Mindpower: +2 (+0 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. |
This item will automatically be transmogrified when you leave the level. Haludethad the Shadowire (8-8 power, 24 apr, mind damage)Haludethad the Shadowire (8-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 mind / 11 darkness Changes resistances: +9% darkness Changes damage: +5% mind / +20% darkness Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Spell save: +3 (+1 eff.) Mana each turn: +0.16 Spell crit. chance: +1% Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
Rainrain the thorny mindstar (9-10 power, 24 apr, nature damage) Rainrain the thorny mindstar (9-10 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +14 Changes stats: +2 Con Changes resistances: +15% cold Talent granted: +1 Attune Mindstar Life regen: +1.20 Maximum life: +26.00 Maximum stamina: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +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. |
This item will automatically be transmogrified when you leave the level. Tempestqueen (8-9 power, 24 apr, mind damage)Tempestqueen (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 acid Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +16 acid When wielded/worn: Changes stats: +4 Wil / +2 Mag Changes resistances: +5% blight / +6% acid Changes damage: +6% nature Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Disease immunity: +19% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% See invisible: +9 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. |
Dairadas DairadasInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Maximum life: +33.00 A belt that goes around your waist. |
Kindletrail KindletrailInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +15 (+5 eff.) Damage when hit (Melee): 2 physical Changes stats: +2 Con Changes resistances: +3% light Changes damage: +15% physical Maximum life: +34.00 A belt that goes around your waist. |
Mardoharasin the Scumwell Mardoharasin the ScumwellInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +6 Changes stats: +1 Str Changes resistances: +6% nature Maximum life: +34.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Dayreign'hardened leather belt 'Dayreign' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +12 Defense: +15 (+5 eff.) Changes resistances: +6% blight Changes resistances penetration: +20% light Stealth bonus: +6 Mental save: +3 (+1 eff.) Life regen: +4.00 Maximum life: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of burglaryhardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +7 Lck Trap disarming bonus: +8 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
Glacierdream (1 def, 0 armour) Glacierdream (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +4 Dex Changes resistances: +3% cold Reduces incoming crit damage: 5.00% Maximum life: +32.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Zuboma' (2 def, 4 armour) cashmere cloak 'Zuboma' (2 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +2% physical / +6% darkness / +6% mind Maximum life: +31.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Arcpiety' (7 def, 0 armour) linen cloak 'Arcpiety' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Str Changes resistances penetration: +5% physical Physical save: +12 (+4 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Duvylathadas' (1 def, 0 armour) linen cloak 'Duvylathadas' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 arcane Changes stats: +1 Str / +2 Dex / +1 Cun Changes damage: +3% blight Reduces incoming crit damage: 5.00% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Darkvile the pair of rough leather boots (0 def, 1 armour) Darkvile the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 28% Changes stats: +3 Str / +3 Con Changes resistances: +9% acid Mental save: +6 (+2 eff.) Confusion immunity: +20% Healing mod.: +5% It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Drikan the pair of iron boots (0 def, 3 armour) Drikan the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances penetration: +5% mind Cut immunity: +10% Life regen: +2.00 Only die when reaching: -80.00 life Healing mod.: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 62% (based on Cunning) Activation costs 35 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. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of dwarven-steel boots 'Bethynn' (0 def, 12 armour) pair of dwarven-steel boots 'Bethynn' (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +12 Fatigue: +3% Changes stats: +1 Str / +4 Mag / +1 Wil Changes resistances: +5% acid / +7% fire / +9% cold / +6% mind / +7% lightning Changes resistances penetration: +9% physical Light radius: +3 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Weepbright' (0 def, 3 armour) pair of iron boots 'Weepbright' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun / +2 Con Changes resistances: +6% nature / +12% acid Changes resistances penetration: +5% lightning Changes damage: +6% acid Physical save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Poxpulverizer' (0 def, 1 armour) pair of rough leather boots 'Poxpulverizer' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +4 Dex / +5 Mag / +6 Lck Changes damage: +9% nature / +3% mind Stealth bonus: +6 Mental crit. chance: +1% See invisible: +3 A pair of boots made of leather. |
Freezekin the dwarven-steel gauntlets (0 def, 2 armour) Freezekin the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Damage when hit (Melee): 8 cold Changes stats: +4 Str / +7 Dex / +5 Mag / +5 Cun Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Obsidianwolf the dwarven-steel gauntlets (0 def, 2 armour)Obsidianwolf the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes resistances: +6% darkness / +27% fire Changes resistances penetration: +25% mind Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Soottouch (0 def, 2 armour) Soottouch (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +6% temporal Changes resistances penetration: +20% darkness Life regen: +6.00 Stamina each turn: +0.80 Maximum stamina: +22.00 Spellpower: +15 (+8 eff.) Spell crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 17 power out of 24/24) : Effective talent level: 2.0 Power cost: 17 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 144.19 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. alchemist's dwarven-steel gauntlets of archery (0 def, 2 armour)alchemist's dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Damage (Melee): 6 acid / 5 fire / 5 cold / 5 lightning Changes stats: +4 Dex / +3 Mag / +3 Wil / +4 Cun Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour)hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baledunarath (0 def, 3 armour) Baledunarath (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +1 Str / +4 Wil Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +1 See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chamuzilantir the rough leather cap (0 def, 1 armour) Chamuzilantir the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Wil / +3 Con Changes resistances: +3% temporal Mental save: +6 (+2 eff.) Equilibrium when hit: +0.16 Maximum hate: +2.00 Mental crit. chance: +1% A cap made of leather. |
Nerunn the dwarven-steel helm (0 def, 4 armour) Nerunn the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Str / +2 Mag Critical mult.: +10.00% Psi when hit: +0.12 Maximum psi: +20.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 136.9 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samukhad the Blazestone (11 def, 0 armour) Samukhad the Blazestone (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes resistances: +15% fire Changes damage: +6% lightning / +10% fire Mental save: +3 (+1 eff.) Pinning immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
Tempestflash the dwarven-steel helm (0 def, 4 armour) Tempestflash the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex Changes resistances penetration: +10% mind / +20% lightning Changes damage: +12% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vorayatta (10 def, 1 armour) Vorayatta (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +20 (+7 eff.) Armour: +1 Defense: +10 (+3 eff.) Fatigue: +1% Changes stats: +3 Dex / +6 Wil Changes resistances: +6% fire / +6% cold Physical save: +6 (+2 eff.) A cap made of leather. |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 28 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
grounding iron helm of trickery (0 def, 3 armour) grounding iron helm of trickery (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Dex Changes resistances: +5% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+3) (0 def, 5 armour) miner's iron helm of strength (+3) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Analach' (5 def, 1 armour) rough leather cap 'Analach' (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes stats: +3 Dex Spell save: +3 (+1 eff.) Poison immunity: +20% Healing mod.: +20% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Eilinewen (3 def, 8 armour)Eilinewen (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +24% lightning / +12% cold / +5% arcane Reduces incoming crit damage: 10.00% Poison immunity: +20% Life regen: +4.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Delydur the Squalormark (19 def, 7 armour) Delydur the Squalormark (19 def, 7 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +19 (+6 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 2 nature Changes stats: +4 Dex / +5 Cun / +4 Wil Changes resistances: +3% lightning Mental save: +17 (+5 eff.) Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
cured leather armour 'Polena' (16 def, 6 armour) cured leather armour 'Polena' (16 def, 6 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +6 Defense: +16 (+5 eff.) Fatigue: +7% Changes resistances: +5% acid / +7% cold / +3% physical / +3% lightning Allows you to breathe in: water Critical mult.: +11.00% Maximum life: +21.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Loresagen the dwarven-steel shield (0 def, 6 armour, 27-32 power, 78.5 block)Loresagen the dwarven-steel shield (0 def, 6 armour, 27-32 power, 78.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 Damage (Melee): +12 light / +13 darkness Damage (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +6 Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 7 fire Changes stats: +4 Str / +2 Dex / +5 Mag / +1 Wil / +4 Cun Changes resistances: +9% mind / +10% light / +14% darkness Changes damage: +9% mind / +12% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
9 agate 9 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. |
328 alchemist agate 328 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. |
onyx 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. |
8 aquamarine 8 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Firefiend (dig speed 30 turns) Firefiend (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +4 Physical power: +20 (+7 eff.) Fatigue: -6% Damage when hit (Melee): 4 fire Changes stats: +4 Str Changes resistances penetration: +20% physical Physical save: +12 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yarikor (dig speed 14 turns) Yarikor (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Physical power: +7 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +24% nature Changes damage: +14% nature / +3% arcane Critical mult.: +25.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(132 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Yvynor the Plaguerupture Yvynor the PlagueruptureCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Changes resistances penetration: +25% acid Changes damage: +9% nature / +6% mind Blindness immunity: +25% Confusion immunity: +13% Light radius: +7 See stealth: +14 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Thunderwreck'alchemist's lamp 'Thunderwreck' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+11 eff.) Changes resistances: +15% lightning / +2% physical Changes damage: +18% lightning Maximum stamina: +30.00 Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Korustir' brass lantern 'Korustir'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +6 Changes stats: +6 Str / +6 Dex Mental save: +6 (+2 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 Activation costs 140 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Stormdeath the dwarven-steel torque of psionic shield [power 73] (18 cooldown)Stormdeath the dwarven-steel torque of psionic shield [power 73] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% acid / +6% lightning / +5% arcane / +20% nature Hate when firing a critical mind attack: +5.00 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of psionic shield [power 23] (18 cooldown) powerful iron torque of psionic shield [power 23] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of psionic shield [power 47] (18 cooldown) soothing steel torque of psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of mindblast [power 320] (13 cooldown) supercharged dwarven-steel torque of mindblast [power 320] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 352 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Tuhad [power 122] (11 cooldown) Tuhad [power 122] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 35 Changes stats: +10 Str Light radius: +2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance 'Shiverwaker' [power 10] (11 cooldown) ash wand of clairvoyance 'Shiverwaker' [power 10] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +30 (+10 eff.) Changes resistances: +6% cold Reduces incoming crit damage: 15.00% Cut immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Sleetvault' [power 170] (11 cooldown) ash wand of conjuration 'Sleetvault' [power 170] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +10 Con Changes resistances: +6% fire It can be used to fire a magical bolt dealing 178 cold damage Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 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. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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 Neenan the Cornac Summoner level 25
49th Haze 122nd year of Ascendancy at 16:56 see stats
By Neenan the Cornac Summoner level 11
3rd Flare 122nd year of Ascendancy at 16:57 see stats
By Neenan the Cornac Summoner level 22
28th Haze 122nd year of Ascendancy at 09:25 see stats
By Neenan the Cornac Summoner level 10
3rd Mirth 122nd year of Ascendancy at 20:32 see stats
By Neenan the Cornac Summoner level 20
34th Dusk 122nd year of Ascendancy at 04:51 see stats
By Neenan the Cornac Summoner level 30
20th Regrowth 123rd year of Ascendancy at 19:10 see stats
By Neenan the Cornac Summoner level 21
67th Dusk 122nd year of Ascendancy at 00:05 see stats
By Neenan the Cornac Summoner level 10
4th Mirth 122nd year of Ascendancy at 22:23 see stats
By Neenan the Cornac Summoner level 25
75th Haze 122nd year of Ascendancy at 22:46 see stats
By Neenan the Cornac Summoner level 10
6th Mirth 122nd year of Ascendancy at 19:55 see stats
By Neenan the Cornac Summoner level 23
30th Haze 122nd year of Ascendancy at 04:49 see stats
By Neenan the Cornac Summoner level 16
13rd Dusk 122nd year of Ascendancy at 01:55 see stats
Log
Neenan is no longer writhing in agony.
Neenan is cured!
Neenan lessens the pain.
Neenan is confused and fails to use Rimebark.
Talent Turtle is ready to use.
Bloated horror uses Mind Sear.
Bloated horror hits Neenan for 121 mind damage.
Neenan is confused and fails to use Rimebark.
Bloated horror uses Agony.
Neenan is writhing in agony!
Agony from Bloated horror hits Neenan for 14 mind damage.
Neenan is confused and fails to use Infusion: Regeneration.
Neenan feels pain again.
Talent Hydra is ready to use.
Agony from Bloated horror hits Neenan for 58 mind damage.
Neenan is confused and fails to use Infusion: Regeneration.
Bloated horror uses Mind Sear.
Bloated horror hits Neenan for 333 mind damage.
Agony from Bloated horror hits Neenan for 119 mind damage.
LIFE LOST WARNING!
Neenan uses Infusion: Movement.
Neenan is moving at extreme speed!
Talent Stone Golem is ready to use.
Agony from Bloated horror hits Neenan for 160 mind damage.
Neenan the level 30 cornac summoner was mentally tortured to death by a bloated horror on level 1 of Ruined Dungeon.