









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Easy Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 34 / 100% |
Size | medium |
Lifes / Deaths | Killed by orc cryomancer at level 12 on the 1st Flare 122nd year of Ascendancy at 08:30 0 / 7Killed by teluvorta at level 13 on the 3rd Dusk 122nd year of Ascendancy at 07:22 Killed by Rantha the Worm at level 15 on the 6th Dusk 122nd year of Ascendancy at 07:22 Killed by Eilineganne the Guardian at level 21 on the 41st Haze 122nd year of Ascendancy at 15:09 Killed by Ukllmswwik the Wise at level 33 on the 53rd Pyre 123rd year of Ascendancy at 10:35 Killed by orc high pyromancer at level 34 on the 66th Pyre 123rd year of Ascendancy at 17:20 Killed by overpowered greater multi-hued wyrm at level 34 on the 67th Pyre 123rd year of Ascendancy at 05:07 |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 11 (base 11) |
Constitution | 84 (base 60) |
Magic | 12 (base 10) |
Willpower | 13 (base 10) |
Cunning | 29 (base 20) |
Resources
Life | -135/1217 |
Stamina | 196/216 |
Healing Factor | 1.4370078740157 |
Regeneration | 131.72498286859 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 42.450402445479 |
See Invisible | 42.450402445479 |
Offense: Mainhand
Damage | 155 |
Accuracy | 56 |
Crit Chance | 15% |
APR | 16 |
Speed | 1.11 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Physical | +23% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +13% |
All | 0% |
Defense: Base
Armour (hardiness) | 106.72307323196 (100%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 21 |
Physical Save | 59 |
Spell Save | 49 |
Mental Save | 34 |
Defense: Resistances
Darkness | + 25%( 70%) |
Light | + 25%( 70%) |
Physical | + 15%( 70%) |
Mind | + 25%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Confusion Resistance | 10% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 115 damage for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 413 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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 171.70 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Precise Strikes |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 82.52 life per turn. Regeneration |
detrimental effect | The target is blinded, unable to see anything. Blinded |
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 gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed 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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by armoured skeleton warrior. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Aggan. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by poison gas trap. Escort: repented thief (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
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 unlocked the hall of reflections. * 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: 89. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed ice ant stinger. * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() dreamer's pair of iron boots of evasion (12 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +12 (+6 eff.) (-) Fatigue: +2% (-) Physical save: +5 (+2 eff.) (-) Spell save: +6 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 (-) Light radius: +4 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Quasit's Skull (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+4 eff.) (-) Stun/Freeze immunity: +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. This object's appearance was changed to Steel Helm of Garkul. |
Tool | ![]() Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18(-) light Changes resistances: +12%(-) darkness / +12%(-) light Changes damage: +10%(-) light Spell save: +15 (+5 eff.) (-) Light radius: +2 (-) It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 50 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +5%(-) physical Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+7 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 12 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
On fingers | ![]() warrior's gold ring of the mind (+12%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +3 Str / +0(-6) Cun Changes resistances: +12% mind Changes damage: +12% mind / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-7 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() stralite greatmaul of shearing (58.5-87.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Armour penetration: +13 (-) Changes resistances penetration: +13%(-) physical Changes damage: +10%(-) physical Massive two-handed mauls. |
On hands | ![]() Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +8 (+4 eff.) (-) Changes stats: +3(-) Str / +3(-) Wil / +3(-) Cun Changes damage: +8%(-) physical Talent masteries: +0.20(-) Technique / Grappling Disarm immunity: +40% (-) Mindpower: +3 (+1 eff.) (-) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | ![]() Tarrasca (0 def, 50 armour) Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 (-) Armour Hardiness: +15% (-) Fatigue: +35% (-) Changes stats: +15(-) Con Physical save: +45 (+15 eff.) (-) Knockback immunity: +100% (-) When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Cloak | ![]() cashmere cloak of the hunter (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) (-) Defense: +2 (+1 eff.) (-) Fatigue: -6% (-) Maximum life: +52.00 (-) Maximum stamina: +15.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 (-) Fatigue: +2% (-) Changes stats: +6(-) Str / +6(-) Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() heroism infusion (+6 for 8 turns, die at -100) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. While Heroism is active, you will only die when reaching -100 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() heroism infusion of the duelist (+6 for 10 turns, die at -264) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -264 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() This item will automatically be transmogrified when you leave the level. movement infusion (583% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583%(+132%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7(+2) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() This item will automatically be transmogrified when you leave the level. movement infusion (326% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 326%(-125%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6(+1) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 6; power 21; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() controlled phase door rune (range 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use 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 in a range of 5. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune (range 6; power 30; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune (range 44) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune (range 39) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the wizard (range 32) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. 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 ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() This item will automatically be transmogrified when you leave the level. savior's stralite amulet of magic (+5) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +5 Mag / +0(-6) Con Physical save: +17 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +18 (+8 eff.) Amulets can have magical properties. |
![]() This item will automatically be transmogrified when you leave the level. gladiator's stralite ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +6 Str / +0(-6) Cun / +7 Con Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +10 (+5 eff.) (-3 (-2 eff.)) Confusion immunity: +22% Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() sneakthief's stralite ring of fire (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +6(-) Cun / +6 Dex Changes resistances: +24% fire Changes damage: +0%(-5%) physical / +12% fire Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-7 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. hateful stralite dagger of massacre (38-49.4 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 38.0 - 49.4(-20.5 - -38.4) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+6) Crit. chance: +8.0% (+5.5%) Attack speed: 100% (-) Damage (Melee): +7 darkness Damage against: +8% Living When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite dagger (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1(-30.0 - -50.7) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+6) Crit. chance: +8.0% (+5.5%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite dagger of erosion (29-37.7 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7(-29.5 - -50.0) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+6) Crit. chance: +8.0% (+5.5%) Attack speed: 100% (-) Damage (Melee): +8 nature / +9 temporal When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. thunderous stralite dagger of projection (25-32.5 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.0 - 32.5(-33.5 - -55.3) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+6) Crit. chance: +8.0% (+5.5%) Attack speed: 100% (-) On weapon hit: * 12% chance to daze at end of turn (+12%) + Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour penetration: +0 (-13) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +9% lightning / +0%(-13%) physical Changes damage: +0%(-10%) physical Sharp, short and deadly. |
![]() caustic dwarven-steel greatmaul of the leech (42.5-63.75 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8(-16.0 - -24.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-1) Crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 12% chance to corrode armour by 30% (+12%) * Slows global speed by 7% (+7%) + leeches stamina from the target When wielded/worn: Armour penetration: +0 (-13) Damage when hit (Melee): 7 nature slow Changes resistances penetration: +10% acid / +0%(-13%) physical Changes damage: +0%(-10%) physical Life regen: +0.84 Massive two-handed mauls. |
![]() elemental stralite greatmaul of daylight (55.5-83.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3(-3.0 - -4.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: + Random elemental explosion Damage (Melee): +7 light Damage against: +19% Undead When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +21% acid / +0%(-13%) physical / +14% fire / +12% lightning / +16% cold Changes damage: +0%(-10%) physical Massive two-handed mauls. |
![]() flaming dwarven-steel greatmaul of torment (41.5-62.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3(-17.0 - -25.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-1) Crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) On weapon hit: + 20% chance to torment the target Burst (radius 1) on hit: +12 fire When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical / +7% mind / +10% darkness Changes damage: +0%(-10%) physical Massive two-handed mauls. |
![]() glacial stralite greatmaul (55-82.5 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5(-3.5 - -5.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) Burst (radius 2) on crit: +19 ice When wielded/worn: Armour penetration: +0 (-13) Armour: +9 Changes resistances penetration: +0%(-13%) physical / +12% cold Changes damage: +0%(-10%) physical Massive two-handed mauls. |
![]() stralite greatmaul of amnesia (54.5-81.75 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8(-4.0 - -6.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: + 25% chance to put talents on cooldown When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Massive two-handed mauls. |
![]() This item will automatically be transmogrified when you leave the level. stralite greatmaul of crippling (51.5-77.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.3(-7.0 - -10.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon crit: + cripple the target When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +13.0% Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Massive two-handed mauls. |
![]() This item will automatically be transmogrified when you leave the level. yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-3) Crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +8 When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +14%(+1%) physical Changes damage: +17%(+7%) physical Longbows are used to shoot arrows at your foes. |
![]() Acera (33-46.2 power, 4 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2(-25.5 - -41.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (+1) Crit. chance: +10.0% (+7.5%) Attack speed: 100% (-) Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Armour penetration: +0 (-13) Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10%(-3%) physical Changes damage: +15% acid / +0%(-10%) physical Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 16 acid damage in a 4 radius ball. This damage will increase by 10% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() This item will automatically be transmogrified when you leave the level. Everpyre Blade (38-53.2 power, 10 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2(-20.5 - -34.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 (+7) Crit. chance: +18.0% (+15.5%) Attack speed: 100% (-) Damage conversion: 50% fire When wielded/worn: Armour penetration: +0 (-13) Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +0%(-13%) physical / +15% fire Changes damage: +0%(-10%) physical / +20% fire It can be used to activate talent Fire Breath (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 181.76 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() This item will automatically be transmogrified when you leave the level. acidic dwarven-steel longsword of daylight (22-30.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8(-36.5 - -57.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (+1) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +13 light / +5 acid Damage against: +8% Undead When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite longsword (34.5-48.3 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3(-24.0 - -39.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (+2) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite longsword of the mystic (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9(-25.0 - -40.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (+2) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes stats: +3 Wil / +4 Mag Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Spellpower: +6 (+6 eff.) Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. balanced stralite mace of daylight (36-50.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4(-22.5 - -37.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+2) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +8 light Damage against: +15% Undead When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +0 (-13) Defense: +9 (+4 eff.) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Disarm immunity: +44% Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. balanced stralite mace of erosion (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.5 - 46.9(-25.0 - -40.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+2) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +5 nature / +7 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +0 (-13) Defense: +12 (+6 eff.) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Disarm immunity: +32% Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite mace (35-49 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0(-23.5 - -38.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+2) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite mace (39-54.6 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6(-19.5 - -33.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+2) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. pulsing mindstar (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9(-45.0 - -72.9) Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+29) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. mighty reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-3) Crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +9 When wielded/worn: Armour penetration: +0 (-13) Physical power: +5 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical Slings are used to hurl stones or metal shots at your foes. |
![]() This item will automatically be transmogrified when you leave the level. elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(-33.5 - -57.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (+2) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical / +25% cold Talent granted: +1 Command Staff Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(-33.5 - -57.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (+2) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +25% arcane / +0%(-10%) physical Talent granted: +1 Command Staff Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. elven-wood magestaff of illumination (25-30 power, 5 apr, cold element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(-33.5 - -57.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (+2) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Defense: +7 (+3 eff.) Effects on melee hit: * 11% chance to blind Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical / +25% cold Talent granted: +1 Command Staff Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 30.23 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of rage (20.5-28.7 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7(-38.0 - -59.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (+1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +0 (-13) Changes stats: +3 Str Changes resistances penetration: +0%(-13%) physical Changes damage: +7%(-3%) physical Stamina when hit: +0.80 One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. glacial stralite waraxe of ruin (30.5-42.7 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7(-28.0 - -45.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+2) Crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) Burst (radius 2) on crit: +25 ice When wielded/worn: Armour penetration: +10 (-3) Physical crit. chance: +9.0% Armour: +8 Changes resistances penetration: +0%(-13%) physical / +8% cold Changes damage: +0%(-10%) physical Critical mult.: +16.00% One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. insidious stralite waraxe of projection (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1(-27.0 - -43.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+2) Crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) On weapon hit: + Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +30 insidious poison When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. stralite waraxe (35-49 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0(-23.5 - -38.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+2) Crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. stralite waraxe (32.5-45.5 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5(-26.0 - -42.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+2) Crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. stralite waraxe of massacre (40-56 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 40.0 - 56.0(-18.5 - -31.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+2) Crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. stralite waraxe of phasing (31-43.4 power, 14 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4(-27.5 - -44.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 (+11) Crit. chance: +6.5% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +23% When wielded/worn: Armour penetration: +0 (-13) Changes resistances penetration: +0%(-13%) physical Changes damage: +0%(-10%) physical One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. balancing hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +0 (-4) Fatigue: +0% (+10%) Changes stats: +4 Cun / +4 Dex Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Mental crit. chance: +8% A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) A belt that goes around your waist. |
![]() cashmere cloak 'Gleamshear' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-8 eff.)) Defense: +2 (+1 eff.) (-) Fatigue: +0% (+6%) Damage when hit (Melee): 20 light Changes damage: +18% light Spell save: +18 (+6 eff.) Maximum life: +34.00 (-18.00) Maximum stamina: +0.00 (-15.00) Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wrap of Stone. |
![]() This item will automatically be transmogrified when you leave the level. regal cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-8 eff.)) Defense: +2 (+1 eff.) (-) Fatigue: +0% (+6%) Changes stats: +3 Wil Changes resistances: +15% darkness / +17% temporal Mental save: +10 (+5 eff.) Maximum life: +0.00 (-52.00) Maximum stamina: +0.00 (-15.00) Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. Radiancewreck the pair of hardened leather boots (0 def, 8 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 (+5) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Fatigue: +3% (+1%) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 light / 12 acid Changes stats: +3 Cun / +3 Con Changes resistances penetration: +10% acid Physical save: +14 (+4 eff.) (+9 (+2 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +14 (+7 eff.) (+8 (+4 eff.)) Life regen: +3.80 Infravision radius: +2 Healing mod.: +12% A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+1) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Fatigue: +3% (+1%) Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (+1) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Fatigue: +3% (+1%) Changes stats: +4 Wil / +3 Mag Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. traveler's pair of hardened leather boots of evasion (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Defense: +10 (+5 eff.) (-2 (-1 eff.)) Fatigue: -3% (-5%) Maximum encumbrance: +28 Physical save: +8 (+3 eff.) (+3 (+1 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (+4) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Changes stats: +0(-3) Str / +0(-3) Wil / +0(-3) Cun / +4 Con Changes damage: +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% (-) Stun/Freeze immunity: +30% Knockback immunity: +30% Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Spellhunt Remnants (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 (-1) Defense: +2 (+1 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Str / +0(-3) Wil / +0(-3) Cun Changes damage: +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Spell save: +6 (+2 eff.) Disarm immunity: +0% (-40%) Mindpower: +6 (+3 eff.) (+3 (+2 eff.)) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() This item will automatically be transmogrified when you leave the level. corrosive hardened leather gloves of strength (+5) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 (-2) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Damage (Melee): 10 acid Changes stats: +5(+2) Str / +0(-3) Wil / +0(-3) Cun Changes resistances: +7% acid Changes damage: +6% acid / +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Disarm immunity: +0% (-40%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-2) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Changes stats: +0(-3) Str / +0(-3) Wil / +0(-3) Cun Changes damage: +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Disarm immunity: +0% (-40%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic iron gauntlets of dispersion (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Damage (Melee): 5 arcane Changes stats: +0(-3) Str / +4 Mag / +4(+1) Wil / +0(-3) Cun Changes resistances: +4% arcane Changes damage: +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Mental save: +5 (+2 eff.) Disarm immunity: +0% (-40%) Maximum life: +41.00 Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-6) Armour Hardiness: +0% (-5%) Fatigue: +8% (+3%) Changes stats: +5 Str / +4 Wil / +5(+2) Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Stun/Freeze immunity: +0% (-30%) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() This item will automatically be transmogrified when you leave the level. cashmere wizard hat of nature (+18%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-12) Armour Hardiness: +0% (-5%) Defense: +2 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Con Changes resistances: +18% nature Changes damage: +12% nature Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Stun/Freeze immunity: +0% (-30%) A pointy cloth hat, very wizardly... |
![]() This item will automatically be transmogrified when you leave the level. cleansing hardened leather cap (0 def, 3 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-9) Armour Hardiness: +0% (-5%) Fatigue: +3% (-2%) Changes stats: +0(-3) Con Changes resistances: +7% nature / +5% blight Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Stun/Freeze immunity: +0% (-30%) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. dragonslayer's dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-8) Armour Hardiness: +0% (-5%) Fatigue: +4% (-1%) Changes stats: +0(-3) Con Changes resistances: +8% acid / +8% fire / +9% cold / +8% lightning Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Stun/Freeze immunity: +0% (-30%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() This item will automatically be transmogrified when you leave the level. dragonslayer's hardened leather cap of the bounder (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-9) Armour Hardiness: +0% (-5%) Fatigue: +3% (-2%) Changes stats: +6 Str / +6 Dex / +0(-3) Con Changes resistances: +8% acid / +6% fire / +6% cold / +8% lightning Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Stun/Freeze immunity: +0% (-30%) A cap made of leather. |
![]() Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-44) Armour Hardiness: +0% (-15%) Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% (-25%) Changes stats: +2 Str / +2(-13) Con Maximum encumbrance: +20 Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Knockback immunity: +10% (-90%) Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-44) Armour Hardiness: +0% (-15%) Defense: +12 (+6 eff.) Fatigue: +7% (-28%) Changes stats: +4(-11) Con Talent mastery: -0.20 Cunning / Stealth Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Knockback immunity: +0% (-100%) Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of delving (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 (-43) Armour Hardiness: +0% (-15%) Defense: +4 (+2 eff.) Fatigue: +8% (-27%) Changes stats: +6 Str / +0(-15) Con Changes resistances: +12% blight / +13% physical / +13% darkness / +13% nature Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Knockback immunity: +0% (-100%) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 (-43) Armour Hardiness: +0% (-15%) Defense: +4 (+2 eff.) Fatigue: +8% (-27%) Changes stats: +0(-15) Con Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Knockback immunity: +0% (-100%) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 (-43) Armour Hardiness: +0% (-15%) Defense: +4 (+2 eff.) Fatigue: +8% (-27%) Changes stats: +0(-15) Con Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Knockback immunity: +0% (-100%) A suit of armour made of leather. |
![]() Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 (-30) Armour Hardiness: +0% (-15%) Defense: +10 (+5 eff.) Fatigue: +24% (-11%) Changes stats: +5(-10) Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) (-30 (-10 eff.)) Knockback immunity: +30% (-70%) Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour of cold resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-39) Armour Hardiness: +0% (-15%) Defense: +5 (+2 eff.) Fatigue: +24% (-11%) Changes stats: +5 Wil / +5 Cun / +0(-15) Con Changes resistances: +15% cold Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Mental save: +16 (+7 eff.) Knockback immunity: +0% (-100%) A suit of armour made of metal plates. |
![]() iron plate armour of the deep (3 def, 9 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 (-41) Armour Hardiness: +0% (-15%) Defense: +3 (+1 eff.) Fatigue: +20% (-15%) Changes stats: +0(-15) Con Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Knockback immunity: +0% (-100%) A suit of armour made of metal plates. |
![]() radiant dwarven-steel plate armour of command (10 def, 16 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 (-34) Armour Hardiness: +0% (-15%) Defense: +10 (+5 eff.) Fatigue: +24% (-11%) Damage when hit (Melee): 8 light Changes stats: +3 Wil / +1 Cun / +0(-15) Con Changes resistances: +14% blight / +10% darkness Physical save: +0 (+0 eff.) (-45 (-15 eff.)) Mental save: +10 (+5 eff.) Knockback immunity: +0% (-100%) Light radius: +1 A suit of armour made of metal plates. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() crackling stralite shield of radiance (10 def, 2 armour, 147 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 14% chance to daze at end of turn * 16% chance to blind Changes stats: +1 Dex / +3 Mag / +6 Con Changes resistances: +15% light / +13% lightning Talent granted: +4 Block Handheld deflection devices. |
![]() dwarven-steel shield of purity (8 def, 2 armour, 80.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +13% nature / +12% blight Talent granted: +3 Block Handheld deflection devices. |
![]() shocking stralite shield of arcane resistance (+14%) (10 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 5 lightning Damage when hit (Melee): 17 lightning Changes resistances: +14% arcane Talent granted: +4 Block Handheld deflection devices. |
![]() stralite shield (10 def, 2 armour, 142.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
![]() stralite shield of crushing (10 def, 2 armour, 134.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
![]() quiver of elven-wood arrows (17/17, 43-60.2 power, 14 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
![]() self-loading quiver of elven-wood arrows (23/23, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 23 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
![]() slimey-burst quiver of yew arrows (21/21, 30-42 power, 10 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Burst (radius 1) on hit: +18 nature slow Burst (radius 2) on crit: +8 nature slow Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() This item will automatically be transmogrified when you leave the level. miner's dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes stats: +2 Str Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes stats: +1 Str Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() sapper's dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 0(-18) light Changes stats: +3 Cun / +2 Str Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() This item will automatically be transmogrified when you leave the level. woodsman's dwarven-steel pickaxe (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes stats: +2 Str Changes resistances: +0%(-12%) light / +12% nature / +0%(-12%) darkness Changes damage: +7% nature / +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() piercing brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances penetration: +6% all Mental save: +6 (+3 eff.) Maximum life: +0.00 (-44.00) Light radius: +3 (-1) See stealth: +5 See invisible: +9 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. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() This item will automatically be transmogrified when you leave the level. Eternity's Counter Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes resistances: +0%(-12%) light / +15% temporal / +0%(-12%) darkness / +0% all Reduce damage by fixed amount: +0 all Changes damage: +0%(-10%) light / +15% temporal Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() high-capacity pouch of stralite shots of erosion (54/54, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 54 Damage (Ranged): +10 nature / +13 temporal When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots (20/20, 43-51.6 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of accuracy (21/21, 41.5-49.8 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. stralite torque of kinetic psionic shield [power 123] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 123 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() This item will automatically be transmogrified when you leave the level. shadowy elven-wood wand of clairvoyance [power 12] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) It can be used to reveal the area around you, dispelling darkness (radius 12, power 39 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
Log
Aggan stops burning.
Aggan receives 102 healing.
Aggan receives 102 healing.
Overpowered greater multi-hued wyrm has regained its confidence.
Aggan has finished recovering.
Overpowered greater multi-hued wyrm breathes lightning!
Overpowered greater multi-hued wyrm hits Aggan for 250 lightning damage.
Overpowered greater multi-hued wyrm breathes sand!
Aggan shrugs off the effect 'Blinded'!
Overpowered greater multi-hued wyrm hits Aggan for 293 physical damage.
Overpowered greater multi-hued wyrm breathes sand!
Overpowered greater multi-hued wyrm resists the sandstorm!
Aggan loses sight!
Aggan shrugs off the effect 'Silenced'!
Something hits Something for 242 physical damage.
Something hits Something for 242 physical damage.
Something hits Aggan for 293 physical damage.
Overpowered greater multi-hued wyrm hits Aggan for 291 physical damage.
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 240 physical damage.
Aggan deactivates Daunting Presence.
Talent Infusion: Regeneration is ready to use.
Aggan uses Infusion: Regeneration.
Aggan starts regenerating health quickly.
Saving game...