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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 1822% |
Size | medium |
Lifes / Deaths | Killed by Ivylaith the ultimate telugoroth at level 29 on the 25th Regrowth 123rd year of Ascendancy at 02:25 / 4Killed by Belerarin the snow giant at level 45 on the 79th Dusk 123rd year of Ascendancy at 07:58 Killed by Arovea the ghoulking at level 50 on the 42nd Regrowth 124th year of Ascendancy at 19:06 Killed by armoured skeleton warrior at level 50 on the 44th Regrowth 124th year of Ascendancy at 05:57 |
Primary Stats
Strength | 34 (base 12) |
Dexterity | 24 (base 14) |
Constitution | 70 (base 60) |
Magic | 117 (base 60) |
Willpower | 81 (base 26) |
Cunning | 91 (base 60) |
Resources
Life | 1071/1071 |
Mana | 902/902 |
Soul | 21/21 |
Healing Factor | 1.7372792565121 |
Regeneration | 35.17990494437 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 6.5496478698598 |
See Stealth | 63.22431398015 |
See Invisible | 75.22431398015 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 66 |
Accuracy | 26 |
Crit Chance | 51% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +40% |
Cold | +39% |
All | 0% |
Darkness | +96% |
Light | +12% |
Temporal | +45% |
Physical | +20% |
Mind | +3% |
Fire | +23% |
Lightning | +23% |
Offense: Damage Penetration
Darkness | +20% |
Light | +5% |
Temporal | +20% |
Mind | +62% |
All | 0% |
Defense: Base
Armour (hardiness) | 34 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 78 |
Mental Save | 79 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 61%( 70%) |
Cold | + 70%( 70%) |
All | + 27%( 70%) |
Physical | + 49%( 70%) |
Lightning | + 70%( 70%) |
Light | + 45%( 70%) |
Temporal | + 62%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 61% |
Silence Resistance | 47% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 202 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 221 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 233 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 687.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.67 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.70 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Spell / Master necromancer | 1.67 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Increases defense by 9. Mobile Defense |
beneficial effect | To complete your resurrection you must kill a unique/boss/elite boss rank creature before the duration expires. Lich Hunger |
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 |
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 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Innovation (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glamira the master vampire. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Eluwyn the elder vampire. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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. | 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 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3195. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed storm wyrm claw. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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. * You have found the Resonating Diamond. | 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 | Boots of Control (0 def, 16 armour) Boots of Control (0 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +16 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 34 Changes stats: +5 Str / +5 Con Changes resistances: +10% acid / +6% temporal / +15% cold / +14% fire / +17% mind / +15% lightning Changes resistances penetration: +5% light Changes damage: +12% light Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +38.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 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. |
Light source | watchleader's dwarven lantern of health watchleader's dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +33% Confusion immunity: +30% Maximum life: +65.00 Light radius: +10 See stealth: +20 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | elven-silk wizard hat 'Falydin' (3 def, 0 armour) elven-silk wizard hat 'Falydin' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +1 Wil Changes resistances: +30% cold / +20% physical / +20% darkness / +30% fire Changes resistances penetration: +29% mind Changes damage: +20% physical / +20% darkness / +6% blight / +20% cold / +20% fire Maximum hate: +19.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Tool | dragonbone totem of healing 'Gloomcut' [power 530] (15 cooldown) dragonbone totem of healing 'Gloomcut' [power 530] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce damage dealt by 27% Changes stats: +4 Wil Changes resistances: +6% arcane / +19% mind Changes resistances penetration: +33% mind Reduces incoming crit damage: 19.84% Knockback immunity: +26% Hate when firing a critical mind attack: +6.61 Only die when reaching: -100.00 life Maximum hate: +12.00 Mental crit. chance: +4% It can be used to heal yourself and all friendly characters within 10 spaces for 530 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
On fingers | Relgurand the Shadowvenom =ZZ= Relgurand the Shadowvenom =ZZ=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +13 Defense: +17 (+6 eff.) Changes resistances: +12% darkness Mental save: +10 (+2 eff.) Confusion immunity: +41% Life regen: +20.00 Psi when hit: +0.04 Maximum life: +77.00 Maximum psi: +30.00 Healing mod.: +36% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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! |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | Darkstaff of the Dead (160% power, 6 apr, darkness element) Darkstaff of the Dead (160% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 160% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Defense: +11 (+4 eff.) Damage (Melee): 33 fire Changes stats: +3 Dex / +3 Mag Changes damage: +49% darkness / +6% cold Talent granted: +1 Command Staff Critical mult.: +60.00% Reduces incoming crit damage: 17.75% Spellpower: +35 (+8 eff.) Spell crit. chance: +20% Infravision radius: +3 See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
On hands | Starfall, Gloves of the Arcane (0 def, 4 armour) Starfall, Gloves of the Arcane (0 def, 4 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Physical power: +20 (+7 eff.) Armour: +4 Damage (Melee): 17 arcane Damage when hit (Melee): 4 mind Changes stats: +7 Str / +14 Mag / +10 Wil / +5 Cun Changes resistances: +15% temporal / +10% darkness / +10% light / +3% mind / +7% arcane Changes resistances penetration: +20% temporal Changes damage: +3% cold / +10% arcane / +3% mind Critical mult.: +15.00% Spellpower: +16 (+4 eff.) Spell crit. chance: +20% Mental crit. chance: +15% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 161.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | elven-silk robe 'Ivegana' (0 def, 0 armour) elven-silk robe 'Ivegana' (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Str / +6 Mag / +6 Wil Changes resistances: +34% lightning / +9% temporal / +20% darkness / +5% arcane / +19% mind / +15% all Changes damage: +23% lightning / +42% temporal / +30% arcane Physical save: +35 (+9 eff.) Spell save: +20 (+4 eff.) Mental save: +40 (+8 eff.) Maximum mana: +104.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Swampspawn' (4 def, 14 armour) elven-silk cloak 'Swampspawn' (4 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +26% cold / +21% darkness / +3% temporal Changes resistances penetration: +20% darkness Changes damage: +17% darkness / +3% temporal Stealth bonus: +13 Physical save: +12 (+3 eff.) Mental save: +11 (+2 eff.) Only die when reaching: -50.00 life 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. |
Around neck | The Bonemaster The BonemasterInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 62% Changes stats: +3 Cun / +11 Wil Changes damage: +3% fire Talent masteries: +0.37 Spell / Age of dusk +0.37 Spell / Master necromancer +0.40 Spell / Master of bones Critical mult.: +10.00% Physical save: +25 (+7 eff.) Spell save: +26 (+6 eff.) Mental save: +26 (+5 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+3 eff.) Amulets make your neck look great! |
Inventory
regeneration infusion (heal 496; 15 cd) regeneration infusion (heal 496; 15 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 496 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 nature talent. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 685 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
ethereal rune (power 19; resist 22%; move 54%; dur 5; cd 17) ethereal rune (power 19; resist 22%; move 54%; dur 5; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 54% faster, and you are invisible (power 19). 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. |
ethereal rune of the titan (power 22; resist 40%; move 43%; dur 5; cd 22) ethereal rune of the titan (power 22; resist 40%; move 43%; dur 5; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 40% all resistance, you move 43% faster, and you are invisible (power 22). 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 spell talent. |
shatter afflictions rune of the psychic (absorb 127; cd 15) shatter afflictions rune of the psychic (absorb 127; cd 15)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: 15 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 127 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. |
shatter afflictions rune of the wizard (absorb 138; cd 20) shatter afflictions rune of the wizard (absorb 138; cd 20)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: 20 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 138 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 386; dur 4; cd 17) shielding rune of the psychic (absorb 386; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 386 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 478; dur 6; cd 14) shielding rune of the wizard (absorb 478; dur 6; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 478 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 20; blocks 6; dur 4; cd 12) stormshield rune of the psychic (threshold 20; blocks 6; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 6 times. 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. |
teleportation rune of the titan (range 90; cd 17) teleportation rune of the titan (range 90; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 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 spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Balygarach BalygarachInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag / +2 Wil Blindness immunity: +13% Equilibrium when hit: +0.08 Maximum psi: +40.00 Infravision radius: +9 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
Blazetitan BlazetitanInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% blight / +11% nature / +12% light Changes resistances penetration: +10% light / +5% darkness Poison immunity: +25% Disease immunity: +22% Amulets make your neck look great! |
Ce'Nynne the Skyvortex Ce'Nynne the SkyvortexInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Changes stats: +7 Cun Changes resistances: +3% lightning Changes resistances penetration: +20% arcane Changes damage: +6% lightning / +18% arcane / +15% acid Talent masteries: +0.40 Spell / Nightfall +0.40 Spell / Staff combat Physical save: +25 (+7 eff.) Spell save: +24 (+5 eff.) Mental save: +22 (+4 eff.) Amulets make your neck look great! |
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 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 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 286 (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. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Hurozilahek the copper amulet Hurozilahek the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +12% cold / +3% light / +9% blight Changes damage: +12% mind Silence immunity: +20% Stun/Freeze immunity: +22% Mindpower: +10 (+3 eff.) Amulets make your neck look great! |
Limmir's Amulet of the Moon =zz= Limmir's Amulet of the Moon =zz=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+5 eff.) Armour: +5 Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +5% all Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
Nimbuswrack the copper amulet Nimbuswrack the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% lightning / +2% physical / +6% mind Changes resistances penetration: +5% lightning Life regen: +1.00 Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 23 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (176). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
cleansing steel amulet of cunning (+3) cleansing steel amulet of cunning (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% nature / +13% blight Poison immunity: +24% Disease immunity: +26% Amulets make your neck look great! |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 302 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
enraging voratun amulet of the eclipse enraging voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+4 eff.) Damage (Melee): 12 light / 10 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 27% * 8% chance to blind Changes damage: +8% physical / +11% light / +8% darkness Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Getisantir' gold amulet 'Getisantir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% blight / +12% temporal Changes damage: +7% light / +6% temporal / +6% darkness / +7% physical Physical save: +18 (+5 eff.) Silence immunity: +20% Life regen: +4.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
savior's stralite amulet of manastreaming savior's stralite amulet of manastreamingRequires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Physical save: +16 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +28.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
starlit gold amulet of vision starlit gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% light / +14% darkness Blindness immunity: +49% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
Blazevein BlazeveinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% temporal Changes resistances penetration: +20% light Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +20% Life regen: +4.00 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Chargewilder the gold ring Chargewilder the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +5 Str / +6 Wil / +3 Con Changes resistances penetration: +25% arcane Silence immunity: +37% Mana each turn: +0.24 Rings make your fingers look great! |
Cyrama the Obsidianwinnow Cyrama the ObsidianwinnowInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 10 acid Changes resistances: +9% cold Changes resistances penetration: +25% darkness Changes damage: +18% acid / +21% cold Mental save: +11 (+2 eff.) Confusion immunity: +38% Rings make your fingers look great! |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Undeathreeve UndeathreeveInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 nature / 10 cold Changes resistances: +6% darkness Changes damage: +6% nature / +12% darkness Life regen: +8.00 Maximum life: +62.00 Healing mod.: +12% Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+8 eff.) Armour penetration: +15 Defense: +14 (+5 eff.) Changes stats: +2 Wil Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +12% fire Disarm immunity: +47% Pinning immunity: +50% Knockback immunity: +49% Life regen: +16.00 Maximum life: +150.00 Maximum hate: +4.00 Mindpower: +5 (+2 eff.) Healing mod.: +20% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+7 eff.) Changes stats: +9 Dex / +8 Wil / +17 Cun Changes resistances: +6% blight / +40% cold Changes resistances penetration: +10% physical Changes damage: +20% cold Physical save: +18 (+5 eff.) Only die when reaching: -84.66 life Mindpower: +14 (+4 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? This item has been sent to the Item's Vault. |
Xanilaith the voratun ring Xanilaith the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +16 Defense: +47 (+16 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 33 light Damage (Ranged): 25 light Changes stats: +3 Str / +8 Mag / +8 Cun Changes resistances: +2% physical Changes damage: +18% light Critical mult.: +5.00% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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! |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Cyrevena' voratun ring 'Cyrevena'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +38% lightning / +4% physical / +6% temporal Changes damage: +19% lightning / +21% physical Critical mult.: +20.88% Physical save: +18 (+5 eff.) 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! |
Bokahell (160% power, 9 apr) Bokahell (160% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +16 (+8 eff.) Armour penetration: +11 Changes stats: +8 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% physical Sharp, short and deadly. |
Mardodegorn the Cloudkiller (147% power, 9 apr) Mardodegorn the Cloudkiller (147% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +21 cold Damage (radius 2) on crit: +37 acid / +41 nature When wielded/worn: Armour penetration: +22 Physical crit. chance: +9.0% Damage when hit (Melee): 4 blight Changes resistances penetration: +24% acid / +20% temporal / +12% nature / +10% blight Changes damage: +6% lightning Critical mult.: +28.00% Sharp, short and deadly. |
Yvesenne (143% power, 9 apr) Yvesenne (143% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 143% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+3 eff.) Changes resistances: +6% light / +3% mind / +5% arcane Disarm immunity: +20% Only die when reaching: -60.00 life Maximum life: +40.00 Sharp, short and deadly. |
dragonbone vilestaff 'Rainhunt' (136% power, 6 apr, acid element) dragonbone vilestaff 'Rainhunt' (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 62% Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +10% nature Changes damage: +30% acid / +15% mind Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.53 Maximum mana: +73.00 Maximum hate: +6.00 Spellpower: +43 (+9 eff.) Spell crit. chance: +14% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Brightrage (148% power, 6 apr) Brightrage (148% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 148% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 26% chance to reduce damage dealt by 27% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 acid / +4 light When wielded/worn: Accuracy: +23 (+11 eff.) Physical crit. chance: +15.0% Physical power: +15 (+6 eff.) Changes stats: +7 Dex / +7 Con Changes resistances: +6% light / +9% lightning Changes resistances penetration: +5% acid / +15% physical / +10% light Changes damage: +9% light Disarm immunity: +35% Combat speed: +10% One-handed war axes. |
Nerybreriann the cashmere cloak (2 def, 0 armour) Nerybreriann the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +6 Wil / +4 Con Changes resistances: +13% darkness Changes resistances penetration: +10% darkness Changes damage: +9% darkness Stealth bonus: +12 Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Xeraledatira the elven-silk cloak (3 def, 0 armour) Xeraledatira the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Changes stats: +5 Dex / +9 Mag / +10 Wil / +4 Cun Changes resistances: +3% darkness / +2% physical Changes resistances penetration: +10% blight Critical mult.: +10.00% Spell save: +15 (+3 eff.) Maximum mana: +57.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beloba the elven-silk robe (0 def, 0 armour) =ZZ= Beloba the elven-silk robe (0 def, 0 armour) =ZZ=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce all saves and defense by 34 Changes stats: +3 Wil Changes resistances: +45% lightning / +45% cold / +20% blight / +15% all Changes resistances penetration: +15% blight / +20% arcane Changes damage: +30% lightning / +30% cold Life regen: +6.00 Maximum life: +100.00 Maximum mana: +80.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+7 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Furnacehack the silk robe (0 def, 0 armour) Furnacehack the silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +18% lightning / +39% cold / +9% nature / +24% fire / +5% arcane / +13% all Changes damage: +30% lightning / +26% cold / +31% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Muckpassion the cashmere robe (0 def, 0 armour) Muckpassion the cashmere robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +14% darkness / +13% mind / +11% all Changes resistances penetration: +5% mind Changes damage: +18% nature / +18% acid Physical save: +13 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +21 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skysmasher (0 def, 0 armour) Skysmasher (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +5 (+2 eff.) Changes stats: +3 Mag / +5 Wil Changes resistances: +6% lightning / +15% all Changes damage: +23% temporal / +19% arcane / +9% physical Spell save: +22 (+5 eff.) Mental save: +26 (+5 eff.) Maximum mana: +81.00 Maximum stamina: +20.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +10% Mindpower: +4 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of time (+13%) (0 def, 0 armour) dreamer's cashmere robe of time (+13%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% darkness / +14% temporal / +13% mind / +11% all Changes damage: +14% temporal Physical save: +13 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +25 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Murkwedge' (0 def, 0 armour) elven-silk robe 'Murkwedge' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +9% blight / +3% darkness / +19% mind / +15% all Changes resistances penetration: +10% light Changes damage: +19% mind / +18% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of power (5 def, 7 armour) sunsealed elven-silk robe of power (5 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +5 (+2 eff.) Changes stats: +10 Mag Changes resistances: +10% darkness / +11% light / +15% all Changes damage: +17% light / +19% all Maximum life: +61.00 Spellpower: +20 (+5 eff.) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashgore the pair of hardened leather boots (0 def, 6 armour) Flashgore the pair of hardened leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes damage: +15% light Spell save: +6 (+2 eff.) Pinning immunity: +10% Only die when reaching: -60.00 life Maximum life: +20.00 Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Gidig the pair of hardened leather boots (0 def, 3 armour) Gidig the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 arcane Silence immunity: +28% Confusion immunity: +27% Stun/Freeze immunity: +23% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 A pair of boots made of leather. |
pair of rough leather boots 'Manyhad' (0 def, 5 armour) pair of rough leather boots 'Manyhad' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +9% fire Spell save: +3 (+1 eff.) Knockback immunity: +10% Life regen: +4.00 Movement speed: +25% A pair of boots made of leather. |
dwarven-steel gauntlets 'Marderion' (0 def, 2 armour) dwarven-steel gauntlets 'Marderion' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Damage (Melee): 9 temporal Damage (Ranged): 8 temporal Changes stats: +1 Str / +4 Dex / +3 Mag / +11 Cun / +4 Con Changes resistances: +7% temporal / +7% light / +7% darkness Changes damage: +6% temporal Reduces incoming crit damage: 5.00% Mindpower: +20 (+6 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 161.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Poronn' (10 def, 12 armour) dwarven-steel gauntlets 'Poronn' (10 def, 12 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+8 eff.) Armour: +12 Defense: +10 (+4 eff.) Fatigue: +3% Changes stats: +3 Dex Changes resistances: +15% acid / +6% cold Mental save: +6 (+1 eff.) Confusion immunity: +20% Life regen: +4.00 Healing mod.: +20% 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. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+4 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
Gylle the Glitterusher (2 def, 0 armour) Gylle the Glitterusher (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% darkness Changes damage: +15% darkness / +15% light Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spell crit. chance: +8% Light radius: +2 A pointy cloth hat, very wizardly... |
Hellpierce (6 def, 8 armour) Hellpierce (6 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 6 mind Changes stats: +7 Wil Changes resistances: +5% blight / +9% mind / +3% all Changes resistances penetration: +10% fire Physical save: +22 (+6 eff.) Mental save: +7 (+1 eff.) A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Thunderkiss the cashmere wizard hat (2 def, 0 armour) Thunderkiss the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +5 Wil Changes resistances: +22% darkness Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +15% darkness / +3% blight Critical mult.: +5.00% Life regen: +2.20 Vim when firing critical spell: +2.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
Zubetha the rough leather cap (0 def, 1 armour) Zubetha the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 62% Changes stats: +1 Mag Changes resistances: +9% acid / +7% cold / +6% light / +5% arcane Allows you to breathe in: water Reduces incoming crit damage: 10.00% A cap made of leather. |
eldritch cashmere wizard hat of arcana (2 def, 0 armour) eldritch cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +5 Wil Mana each turn: +1.00 Mana when hit: +1.20 Maximum mana: +55.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tempestnaught (17/17, 116% power, 7 apr) Tempestnaught (17/17, 116% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 116% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 When this weapon hits: Curse of Vulnerability (20% chance level 2). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 33 * 25% chance for lightning to strike from the target to a second target dealing 122 damage Damage (Ranged): +14 blight / +20 mind Damage (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
agate 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. |
1248 alchemist agate 1248 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. |
8 onyx 8 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2023 Little Gems 2023 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2014/2023. A set of 2023 tiny explosive spheres. |
6 emerald 6 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. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 105 power out of 105/105. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Shiverrazor ShiverrazorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+4 eff.) Damage when hit (Melee): 4 cold Changes stats: +5 Con Mental save: +6 (+1 eff.) Only die when reaching: -80.00 life Light radius: +3 See stealth: +5 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift 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 Activation costs 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
15 bloodstone 15 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal 15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 after 40 turns Activation costs 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 668.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Starsweep (18/18, 142% power, 3 apr) Starsweep (18/18, 142% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage On weapon crit: * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 Damage (Ranged): +30 light Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +4 light Damage against: +12% Undead Shots are used with slings to pummel your foes to death. |
Torodin [power 180] (15 cooldown) Torodin [power 180] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +4% physical / +12% mind / +12% nature Changes resistances penetration: +15% mind Physical save: +15 (+4 eff.) Psi when hit: +0.16 Maximum hate: +10.00 Maximum psi: +30.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 216 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 62. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Splendourspitter' [power 160] (15 cooldown) steel torque of mindblast 'Splendourspitter' [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +3% fire / +12% light / +6% temporal Changes damage: +12% light Light radius: +3 It can be used to blast the opponent's mind dealing 164 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Armysta [power 560] (15 cooldown) Armysta [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 10 blight / 10 physical Changes stats: +5 Dex Changes resistances: +9% blight Physical save: +18 (+5 eff.) Only die when reaching: -84.29 life It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Erelulach the Scumclash [power 110] (15 cooldown) Erelulach the Scumclash [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +12% nature / +3% acid Changes resistances penetration: +15% acid Changes damage: +6% nature It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Eruharakan [power 218] (15 cooldown) Eruharakan [power 218] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% acid / +6% light / +6% nature / +9% mind It can be used to sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Stokeknight the yew totem of stinging [power 320] (15 cooldown) Stokeknight the yew totem of stinging [power 320] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 10 fire Changes resistances: +6% darkness Changes resistances penetration: +20% fire Changes damage: +12% nature / +9% fire It can be used to sting an enemy dealing 320 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Lightsmasher' [power 476] (15 cooldown) dragonbone totem of healing 'Lightsmasher' [power 476] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +10% light Changes damage: +15% mind Maximum hate: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 476 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Glintreign' [power 320] (15 cooldown) yew totem of healing 'Glintreign' [power 320] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +30 (+14 eff.) Physical crit. chance: +2.0% Armour: +8 Changes stats: +3 Dex / +2 Con Changes resistances: +15% light Critical mult.: +15.00% It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 74. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Dayumbra [power 16] (15 cooldown) Dayumbra [power 16] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes resistances penetration: +26% light / +20% blight Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +105.36 Spell crit. chance: +8% Damage Shield penetration: +31% It can be used to reveal the area around you, dispelling darkness (radius 16, power 96 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration 'Lisivea' [power 390] (15 cooldown) dragonbone wand of conjuration 'Lisivea' [power 390] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +3 Wil Physical save: +6 (+2 eff.) Maximum hate: +4.00 It can be used to fire a magical bolt dealing 542 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 26% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 64. 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. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
19 diamond 19 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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. |
zircon 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 LitterofBones the Lich Necromancer level 37
2nd Summertide 123rd year of Ascendancy at 12:04 see stats
By LitterofBones the Lich Necromancer level 37
10th Mirth 123rd year of Ascendancy at 21:22 see stats
By LitterofBones the Lich Necromancer level 31
56th Pyre 123rd year of Ascendancy at 14:50 see stats
By LitterofBones the Lich Necromancer level 45
74th Dusk 123rd year of Ascendancy at 10:50 see stats
By LitterofBones the Lich Necromancer level 40
1st Dusk 123rd year of Ascendancy at 07:08 see stats
By LitterofBones the Lich Necromancer level 50
36th Regrowth 124th year of Ascendancy at 07:43 see stats
By LitterofBones the Higher Necromancer level 19
10th Haze 122nd year of Ascendancy at 17:20 see stats
By LitterofBones the Lich Necromancer level 39
5th Flare 123rd year of Ascendancy at 13:31 see stats
By LitterofBones the Lich Necromancer level 34
4th Mirth 123rd year of Ascendancy at 10:06 see stats
By LitterofBones the Higher Necromancer level 28
22nd Regrowth 123rd year of Ascendancy at 07:08 see stats
By LitterofBones the Higher Necromancer level 24
5th Decay 122nd year of Ascendancy at 00:49 see stats
By LitterofBones the Lich Necromancer level 32
1st Mirth 123rd year of Ascendancy at 00:33 see stats
By LitterofBones the Lich Necromancer level 50
33rd Regrowth 124th year of Ascendancy at 14:52 see stats
By LitterofBones the Lich Necromancer level 50
69th Haze 123rd year of Ascendancy at 04:30 see stats
By LitterofBones the Higher Necromancer level 25
7th Decay 122nd year of Ascendancy at 03:16 see stats
By LitterofBones the Lich Necromancer level 48
38th Haze 123rd year of Ascendancy at 04:51 see stats
By LitterofBones the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 12:18 see stats
By LitterofBones the Higher Necromancer level 20
27th Haze 122nd year of Ascendancy at 20:10 see stats
By LitterofBones the Lich Necromancer level 30
26th Regrowth 123rd year of Ascendancy at 18:47 see stats
By LitterofBones the Lich Necromancer level 40
5th Flare 123rd year of Ascendancy at 13:31 see stats
By LitterofBones the Lich Necromancer level 50
46th Haze 123rd year of Ascendancy at 07:03 see stats
By LitterofBones the Lich Necromancer level 29
25th Regrowth 123rd year of Ascendancy at 02:25 see stats
By LitterofBones the Higher Necromancer level 17
30th Dusk 122nd year of Ascendancy at 06:11 see stats
By LitterofBones the Lich Necromancer level 50
9th Regrowth 124th year of Ascendancy at 03:55 see stats
By LitterofBones the Higher Necromancer level 21
47th Haze 122nd year of Ascendancy at 23:24 see stats
By LitterofBones the Lich Necromancer level 43
72nd Dusk 123rd year of Ascendancy at 07:48 see stats
By LitterofBones the Lich Necromancer level 29
26th Regrowth 123rd year of Ascendancy at 04:39 see stats
By LitterofBones the Lich Necromancer level 40
5th Flare 123rd year of Ascendancy at 15:23 see stats
By LitterofBones the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 11:47 see stats
By LitterofBones the Higher Necromancer level 12
3rd Flare 122nd year of Ascendancy at 05:49 see stats
By LitterofBones the Lich Necromancer level 50
9th Decay 123rd year of Ascendancy at 00:49 see stats
By LitterofBones the Higher Necromancer level 19
25th Haze 122nd year of Ascendancy at 21:16 see stats
By LitterofBones the Lich Necromancer level 42
66th Dusk 123rd year of Ascendancy at 05:35 see stats
By LitterofBones the Higher Necromancer level 23
3rd Decay 122nd year of Ascendancy at 15:19 see stats
By LitterofBones the Higher Necromancer level 16
29th Dusk 122nd year of Ascendancy at 02:20 see stats
By LitterofBones the Lich Necromancer level 36
10th Mirth 123rd year of Ascendancy at 07:24 see stats
Log
Armoured skeleton warrior receives 59 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits LitterofBones for (7 to minion: armoured skeleton warrior), 17 teleported, 116 healing (18 total damage) [117 healing].
Ghast's purging blight area effect hits Mirror Image (Elandar) for 0 blight damage.
Ghast's purging blight area effect hits Elandar for (17 teleported), 0 blight (0 total damage).
Ghast's purging blight area effect hits Argoniel for 26 blight damage.
Elandar's Ice Shards hits LitterofBones for (211 to minion: armoured skeleton warrior), 316 cold (317 total damage).
Elandar's glacial vapour area effect hits LitterofBones for (70 to minion: armoured skeleton warrior), 105 cold (106 total damage).
Elandar's glacial vapour area effect hits Armoured skeleton warrior for (135 to bones), 0 cold (0 total damage).
Elandar's glacial vapour area effect hits Armoured skeleton warrior for 135 cold damage.
Elandar's glacial vapour area effect hits Mirror Image (Elandar) for 0 cold damage.
Thunderstorm hits Armoured skeleton warrior for 65 lightning damage.
Thunderstorm hits Armoured skeleton warrior for 65 lightning damage.
Thunderstorm killed Armoured skeleton warrior!
LitterofBones casts Invoke Darkness.
LitterofBones's spell attains critical power!
LitterofBones hits Argoniel for 321 darkness damage.
Elandar's Ice Shards hits Mirror Image (Elandar) for 1 cold damage.
Elandar casts Lightning.
Elandar's spell attains critical power!
Mirror Image (Elandar) casts Lightning.
Armoured skeleton warrior performs a melee critical strike against Elandar!
Elandar teleports some damage to Armoured skeleton warrior!
Elandar hits LitterofBones for 791 lightning damage.
Armoured skeleton warrior hits Elandar for (174 teleported), 0 physical, (18 teleported), 0 blight (0 total damage).
Armoured skeleton warrior hits LitterofBones for 174 teleported, 18 teleported (194 total damage).
Mirror Image (Elandar) hits LitterofBones for 90 lightning damage.
LitterofBones the level 50 lich necromancer was battered to death by an armoured skeleton warrior on level 11 of High Peak.
Saving game...
Mirror Image (Elandar) killed LitterofBones!
Saving done.