











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 34 / 9% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nanor the skeleton archer at level 20 on the 3rd Decay 122nd year of Ascendancy at 05:33 0 / 6Killed by Aerowyn the spitting spider at level 22 on the 10th Regrowth 123rd year of Ascendancy at 17:01 Killed by Glama the king cobra at level 22 on the 14th Regrowth 123rd year of Ascendancy at 22:57 Killed by Salelralle the cold drake hatchling at level 29 on the 79th Regrowth 123rd year of Ascendancy at 02:44 Killed by advhevhentahohohohoh's Inner Demon at level 33 on the 71st Pyre 123rd year of Ascendancy at 23:17 Killed by Lisuth the black bear at level 33 on the 3rd Mirth 123rd year of Ascendancy at 12:57 |
Primary Stats
| Strength | 43 (base 20) |
| Dexterity | 31 (base 18) |
| Constitution | 59 (base 52) |
| Magic | 98 (base 43) |
| Willpower | 42 (base 12) |
| Cunning | 61 (base 25) |
Resources
| Mana | 325/325 |
| Life | 900/908 |
| Insanity | 0/100 |
| Stamina | 259/259 |
| Paradox | 300 |
| Healing Factor | 1.4551133323992 |
| Regeneration | 10.549571659895 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35.11431877292% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 59 |
| Crit Chance | 25% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Lightning | +74% |
| Acid | +21% |
| Darkness | +19% |
| Blight | +28% |
| Arcane | +20% |
| Fire | +25% |
| All | +12% |
Offense: Damage Penetration
| Blight | +30% |
| Lightning | +84% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 42.12661053944 (60.418071861941%) |
| Defense | 74 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 51 |
| Mental Save | 46 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Cold | + 48%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 40%( 70%) |
| Fire | + 41%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 76% |
| Confusion Resistance | 10% |
| Pinning Resistance | 97% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Demented / Horrific body | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Chronophage | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Atrophy |
| talent | Tempest |
| talent | Feather Wind |
| talent | Defensive Posture |
| talent | Fiery Hands |
| talent | Contingency |
| talent | Shock Hands |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Cyroraba the wolf. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 |
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 vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Falyrach (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 35 Changes stats: +6 Str / +4 Wil / +5 Cun / +5 Con Changes damage: +9% blight / +5% physical Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Psi when hit: +0.12 Mindpower: +5 (+2 eff.) Infravision radius: +2 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Earozilalin'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes stats: +2 Con / +3 Wil Changes resistances: +8% blight Changes resistances penetration: +5% blight Physical save: +5 (+2 eff.) Life regen: +4.00 Equilibrium when hit: +0.04 Maximum psi: +40.00 Light radius: +6 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Isalenn the Arcbone (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 6 darkness Changes resistances: +8% cold / +8% fire Changes resistances penetration: +25% lightning Changes damage: +9% acid / +24% lightning A pointy cloth hat, very wizardly... |
| Tool | Elenedor the steel torque of gale force [power 175] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes damage: +3% arcane Reduces incoming crit damage: 5.00% Mana each turn: +0.04 Infravision radius: +1 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 205 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 25% for 2 turns. * Heal for 32. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 25 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 25 Damage (Ranged): 8 physical Changes stats: +7 Cun / +4 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Spellpower: +11 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
| On fingers | pixie's copper ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +3 Cun / +3 Mag Spellpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +13 Mag / +6 Wil Mana each turn: +0.20 Maximum mana: +27.00 Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | short yew magestaff of fate (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 cold / 3 fire / 6 arcane / 5 lightning Changes stats: +8 Wil / +6 Mag Changes resistances: +6% arcane Changes damage: +5% arcane Spellpower: +9 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robe of the Archmage (10 def, 10 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% fire / +10% cold / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This item has been sent to the Item's Vault. |
| Cloak | Brightstar the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 52% Changes stats: +4 Str / +2 Wil Changes resistances: +10% cold Changes damage: +3% fire Spell save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Khelentir the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +1 Wil Spell save: +9 (+3 eff.) Life regen: +3.00 Mana when firing critical spell: +2.00 Spellpower: +30 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.steam generator implant of the wizard (steam 11) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (speed 859%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 694%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 393; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, blight, cold, nature, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 blight, 4 cold, 4 nature, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.acid wave rune (damage 57; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 56.87 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 17; cd 10)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: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 23; cd 16)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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 82; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 63; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 137; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 423; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 423 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
BetirinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Defense: +5 (+1 eff.) Changes stats: +7 Lck / +4 Dex Stamina each turn: +3.00 Maximum stamina: +10.00 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.archmage's stralite amulet of mastery (0.28 Corruption / Vim) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% acid / +4% fire / +5% cold / +5% lightning Talent mastery: +0.28 Corruption / Vim Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Physical save: +12 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets make your neck look great! |
conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 25 Damage (Ranged): 5 physical Changes stats: +6 Mag / +5 Wil / +1 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
copper ring 'Balyneg'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight / +2% physical / +3% darkness Spell save: +9 (+3 eff.) Cut immunity: +10% Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of lightning (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% lightning Changes damage: +13% lightning Physical save: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.wizard's gold ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +29% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Dawnknight the steel battleaxe (120% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 nature / +8 mind Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +20 light When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% light / +12% acid Changes damage: +6% light Mindpower: +20 (+7 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.caustic dwarven-steel battleaxe of shearing (138% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +37 acid / +17 nature When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +17 Changes resistances penetration: +16% acid / +17% nature / +12% all Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Icy Kill (143% power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
This item will automatically be transmogrified when you leave the level.Noonpyre the dwarven-steel dagger (123% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 123% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 light Damage (radius 1) on hit: +16 light When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+2 eff.) Changes resistances: +12% acid / +18% cold / +6% darkness Changes resistances penetration: +15% cold Changes damage: +6% light / +9% cold Disarm immunity: +34% Light radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.arcing stralite dagger of phasing (129% power, 27 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 130% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage Damage Shield penetration (this weapon only): +11% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced stralite dagger of dampening (135% power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+2 eff.) Changes resistances: +12% acid / +11% lightning / +11% cold / +11% fire / +6% all Spell save: +8 (+3 eff.) Disarm immunity: +29% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic stralite dagger of disruption (136% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +12 acid / +17 nature Damage against: +9% Unnatural When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% acid / +6% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful stralite dagger of evisceration (139% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 139% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 darkness Damage against: +6% Living When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel dagger of projection (116% power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.slime-covered dwarven-steel dagger of crippling (118% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 52% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged stralite dagger of erosion (137% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 25 Damage (Melee): +10 mind / +11 nature When wielded/worn: Changes stats: +3 Cun / +1 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of torment (131% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +13% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.slime-covered stralite greatmaul of massacre (176% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to slow global speed by 52% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.stormbringer's stralite greatmaul of crippling (168% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +23 lightning / +24 cold When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +7% lightning / +10% cold Movement speed: +28% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatmaul of daylight (167% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 light Damage against: +26% Undead When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +7% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite greatsword of shearing (157% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +40 fire When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +12% all / +21% fire Global speed: +8% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatsword of rage (158% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +13 Changes stats: +2 Str Changes resistances penetration: +13% physical Changes damage: +10% physical Massive two-handed swords. |
ErorionRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Travel speed: +100% When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str / +5 Dex / +3 Con Changes resistances: +6% cold Changes resistances penetration: +8% physical Talent mastery: +0.15 Wild-gift / Fungus Maximum stamina: +30.00 It can be used to regenerate 86 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.elven-wood longbow 'Poxprophet' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +20 cold When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +8.0% Changes resistances: +6% lightning / +12% light / +9% nature Physical save: +6 (+2 eff.) Disease immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Gumina the Flareradiance (118% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +5% arcane Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Cut immunity: +20% Pinning immunity: +20% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced stralite longsword of rage (140% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +6 Str / +6 Dex / +6 Mag / +8 Wil / +3 Cun / +7 Con Changes damage: +8% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.hungering pulsing mindstar of gales (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +6 (+1 eff.) Changes damage: +9% lightning / +7% cold / +10% physical Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Pinning immunity: +25% Hate per kill: +1.00 Psi per kill: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to inflict 89.82 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar of sand (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 physical Changes resistances: +12% physical Changes resistances penetration: +8% physical Changes damage: +9% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 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.wyrm's pulsing mindstar (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning / 8 physical / 5 fire / 6 acid / 2 cold Changes resistances: +3% lightning / +5% physical / +6% cold / +5% fire / +4% acid Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 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.Airburst the elven-wood vilestaff (129% power, 5 apr, blight element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 46% Damage when hit (Melee): 10 lightning Changes stats: +6 Wil / +2 Mag Changes resistances: +9% acid Changes resistances penetration: +25% acid Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Cyryvea the Helljustice (111% power, 3 apr, fire element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 fire Changes resistances: +9% acid / +6% nature / +18% lightning Changes resistances penetration: +15% fire Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Betonor' (111% power, 3 apr, cold element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Changes stats: +5 Con / +3 Wil Changes resistances penetration: +10% physical Changes damage: +15% cold / +6% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Only die when reaching: -60.00 life Spellpower: +6 (+1 eff.) Spell crit. chance: +2% 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 starstaff 'Glintpain' (129% power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +5 Wil / +10 Con Changes resistances penetration: +10% mind / +5% light Changes damage: +34% light / +3% mind Talent granted: +1 Command Staff Mental save: +6 (+2 eff.) Life regen: +2.20 Maximum mana: +28.00 Spellpower: +28 (+6 eff.) Spell crit. chance: +4% Mindpower: +15 (+5 eff.) Healing mod.: +39% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elm magestaff (100% power, 2 apr, lightning element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +8 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Airwaker the stralite steamsaw (91% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +71 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+3 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Cun / +5 Mag Changes resistances: +26% lightning / +15% light / +16% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +6% lightning / +14% light / +16% darkness Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Freezestar (103% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 104% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +25 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +3 Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +4 Dex / +3 Con Changes resistances: +21% lightning Changes resistances penetration: +25% physical / +15% cold Changes damage: +18% cold Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Undeathhash the voratun steamsaw (148% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 Damage (Melee): +16 mind / +8 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 4 nature Changes resistances: +24% cold Talent granted: +3 Block Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Equilibrium when hit: +0.20 Mindpower: +15 (+5 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Yvybrenne the dwarven-steel steamsaw (65% power, 1 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 129% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +3.0% Attack speed: 100% Block value: +43 When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage Damage (Melee): +4 physical Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour penetration: +4 Armour: +10 Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +1 Str Changes resistances: +3% blight / +15% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.scouring stralite steamsaw of resilience (142% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 143% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Effects on melee hit: * 10 arcane resource burn Damage (Melee): 5 acid / 14 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +5 Con Changes resistances: +9% acid / +12% nature Talent granted: +2 Block Maximum life: +60.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Salurama (119% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +13 cold / +12 arcane / +9 temporal When wielded/worn: Changes resistances: +5% arcane / +9% temporal Changes damage: +12% arcane One-handed war axes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
rough leather belt 'Starcrypt'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Cun Changes resistances: +6% darkness / +3% fire Spell save: +8 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Blazemaim (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +5 Con Changes resistances: +6% fire / +5% arcane / +9% all Changes resistances penetration: +5% fire Changes damage: +12% nature Mental save: +15 (+5 eff.) Poison immunity: +42% Disease immunity: +54% Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Managorn (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +43% lightning / +17% darkness / +5% arcane / +16% mind / +13% all Changes damage: +29% lightning Physical save: +14 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +27 (+9 eff.) Poison immunity: +20% Cut immunity: +20% Confusion immunity: +10% Maximum life: +40.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.slimy silk robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects when hit in melee: * 6% chance to slow global speed by 52% * 7 arcane resource burn Changes resistances: +9% blight / +13% all Life regen: +3.50 Maximum life: +72.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant silk robe of lightning (+33%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +33% lightning / +13% all Changes damage: +5% nature / +22% lightning Poison immunity: +34% Disease immunity: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boreharavon the Soothue (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +9% darkness / +3% nature Changes resistances penetration: +25% mind Changes damage: +3% mind Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Plaguereeve the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 52% * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +2 Wil Changes resistances: +3% nature / +9% cold Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) A pair of boots made of leather. |
pair of dwarven-steel boots 'Kilnblood' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +5 Str / +4 Wil / +9 Con Changes resistances: +13% darkness / +14% temporal Changes resistances penetration: +12% temporal / +13% darkness / +6% physical Changes damage: +6% physical / +9% fire Mindpower: +5 (+2 eff.) Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +11% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Poroleba (10 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +2 Defense: +10 (+2 eff.) Changes stats: +2 Str / +4 Dex / +5 Mag / +3 Wil Changes resistances penetration: +15% acid Physical save: +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 4 acid / 3 cold / 5 fire / 7 arcane / 4 lightning Changes stats: +5 Wil / +7 Mag Changes resistances: +3% arcane Changes damage: +5% arcane Spellpower: +6 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +5 Wil / +5 Mag Changes resistances: +5% arcane Changes damage: +4% arcane Spellpower: +8 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves of dexterity (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +5 Changes stats: +3 Dex Mental save: +5 (+1 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eryhad the Freezefury (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +6 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +24% cold Changes resistances penetration: +10% mind / +25% lightning Changes damage: +9% lightning / +12% cold A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Hazerigor the drakeskin leather hat (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +6 Wil Changes resistances: +18% lightning / +12% physical / +9% darkness / +6% fire / +9% mind / +6% cold Changes resistances penetration: +20% mind Changes damage: +3% cold Physical save: +10 (+4 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Nerogata the Prismorder (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Cun / +3 Con Changes resistances penetration: +15% light Mental save: +18 (+6 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Maximum psi: +30.00 Mindpower: +25 (+8 eff.) 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.cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +3 Con Changes damage: +10% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.defender's hardened leather hat (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +4% all Physical save: +7 (+3 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Hurig' (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +5 Dex Changes resistances: +17% lightning / +7% temporal Reduces incoming crit damage: 15.00% Pinning immunity: +20% A cap made of leather. |
hardened leather cap 'Undeathblow' (0 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 52% Changes stats: +2 Dex / +4 Wil / +6 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% nature Mindpower: +4 (+1 eff.) Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
hardened leather hat 'Boltshear' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +6 Fatigue: +3% Changes resistances: +12% lightning / +2% physical Changes resistances penetration: +20% lightning Changes damage: +12% physical Infravision radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Mag / +4 Wil Psi each turn: +0.10 Spellpower: +4 (+1 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
rough leather hat 'Darkresolve' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% darkness Changes resistances penetration: +5% light / +15% mind Mental save: +6 (+2 eff.) Psi when hit: +0.04 Mental crit. chance: +2% A hat made of leather. Very stylish. |
rough leather hat 'Toroblek' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +2 Wil Changes resistances: +6% blight Changes damage: +9% temporal Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+4 eff.) Mindpower: +3 (+1 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.warlord's dwarven-steel helm of the bounder (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Fatigue: +4% Changes stats: +11 Str / +7 Dex / +5 Wil Changes resistances: +8% physical Physical save: +8 (+3 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 119.3 Physical damage. If the attack hits, the target is confused (34% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.werebeast's dwarven-steel helm of strength (+8) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Str / +1 Dex / +4 Cun / +3 Con 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.fortifying stralite mail armour of natural resilience (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +13% nature / +14% blight Reduced damage from: +10% Unnatural Maximum life: +65.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of clarity (4 def, 13 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +7% mind Mental save: +14 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Gleambender the reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 6 light Changes resistances: +15% temporal / +5% arcane / +3% nature Changes damage: +18% light Critical mult.: +17.00% A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level.duelist's reinforced leather armour (17 def, 12 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +7 Cun / +5 Dex A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Wil Changes resistances: +23% cold Mental save: +11 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of acid resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +19% acid Life regen: +3.60 Stamina each turn: +0.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.troll-hide hardened leather armour of the wind (17 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Armour: +6 Defense: +17 (+4 eff.) Fatigue: +8% Life regen: +5.60 Stamina each turn: +0.70 Maximum life: +39.00 Healing mod.: +13% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 114 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.scouring iron shield of crushing (0 def, 2 armour, 17.5 block) Requires: - Shield usage training - Strength 11 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +8% Effects on melee hit: * 7 arcane resource burn Damage (Melee): 6 acid / 8 nature Effects when hit in melee: * 6 arcane resource burn Changes stats: +4 Con Changes resistances: +7% acid / +7% nature Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.wrathful stralite shield of resistance (0 def, 8 armour, 141 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 197 light and fire damage to each enemy blocked Changes resistances: +6% acid / +11% light / +16% fire / +9% lightning / +8% cold Talent granted: +1 Block Handheld deflection devices. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
99 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +23.00 Maximum stamina: +17.00 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.voratun pickaxe 'Velyvena' (dig speed 11 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +3 Str / +8 Con Changes resistances: +2% physical / +6% fire Changes damage: +6% mind Maximum life: +31.00 Maximum stamina: +24.00 Mental crit. chance: +2% Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Ce'NadaraInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 46% Changes resistances: +3% temporal / +3% cold Changes damage: +3% mind Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Maximum life: +20.00 Light radius: +3 See stealth: +7 See invisible: +6 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Wintermistress'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% lightning / +12% cold Changes resistances penetration: +10% nature Changes damage: +9% lightning / +6% mind / +9% nature Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level.bright alchemist's lamp of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +7% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Lightsquall [power 260] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 46% Damage when hit (Melee): 10 light Changes resistances: +6% cold Changes resistances penetration: +15% light / +20% cold It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 304 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.soothing voratun torque of gale force [power 390] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 456 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing [power 230] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Elawe' [power 210] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Str / +4 Mag Changes resistances: +5% arcane It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 474 Base Damage: 237 Armor: 22 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 61. * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Darklace the elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +12% fire Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +3% fire It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Umbrastar' [power 290] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% darkness Changes resistances penetration: +20% mind Critical mult.: +10.00% Mindpower: +5 (+2 eff.) It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By advhevhentahohohohoh the Cornac Adventurer level 10
47th Dusk 122nd year of Ascendancy at 04:21 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun.By advhevhentahohohohoh the Cornac Adventurer level 29
78th Regrowth 123rd year of Ascendancy at 04:11 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By advhevhentahohohohoh the Cornac Adventurer level 23
45th Regrowth 123rd year of Ascendancy at 09:11 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By advhevhentahohohohoh the Cornac Adventurer level 30
4th Pyre 123rd year of Ascendancy at 06:35 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By advhevhentahohohohoh the Cornac Adventurer level 33
72nd Pyre 123rd year of Ascendancy at 19:58 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By advhevhentahohohohoh the Cornac Adventurer level 10
20th Dusk 122nd year of Ascendancy at 17:40 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By advhevhentahohohohoh the Cornac Adventurer level 20
26th Haze 122nd year of Ascendancy at 19:21 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By advhevhentahohohohoh the Cornac Adventurer level 30
79th Regrowth 123rd year of Ascendancy at 13:16 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By advhevhentahohohohoh the Cornac Adventurer level 20
55th Haze 122nd year of Ascendancy at 01:43 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By advhevhentahohohohoh the Cornac Adventurer level 29
78th Regrowth 123rd year of Ascendancy at 04:42 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By advhevhentahohohohoh the Cornac Adventurer level 17
8th Haze 122nd year of Ascendancy at 09:16 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By advhevhentahohohohoh the Cornac Adventurer level 9
12nd Dusk 122nd year of Ascendancy at 22:59 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By advhevhentahohohohoh the Cornac Adventurer level 9
3rd Summertide 122nd year of Ascendancy at 13:11 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By advhevhentahohohohoh the Cornac Adventurer level 26
60th Regrowth 123rd year of Ascendancy at 07:28 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By advhevhentahohohohoh the Cornac Adventurer level 16
8th Haze 122nd year of Ascendancy at 01:38 see stats
Log
Advhevhentahohohohoh's spell attains critical power!
You collect a new ingredient: bear paw (1).
advhevhentahohohohoh hits Brown bear for 96 physical, 17 lightning, 63 lightning, 33 fire, 8 acid, 28 physical, 10 arcane, 5 cold, 1113 lightning (1374 total damage).
advhevhentahohohohoh killed Brown bear!
Resting starts...
Rested for 17 turns (stop reason: all resources and life at maximum).
Today is the 4th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Advhevhentahohohohoh picks up (Q.): schematic: Pain Suppressor Salve.
Advhevhentahohohohoh picks up ( .): mindwoven cashmere wizard hat of arcana (2 def, 0 armour).
Advhevhentahohohohoh picks up ( .): stormbringer's stralite greatmaul of crippling (168% power, 3 apr).
There is a way to the next level here (press '' or right click to use).
Ran for 46 turns (stop reason: at exit).
Advhevhentahohohohoh deactivates Arcane Feed.
Advhevhentahohohohoh activates Arcane Feed.
Advhevhentahohohohoh deactivates Atrophy.
Advhevhentahohohohoh activates Atrophy.
Advhevhentahohohohoh deactivates Tempest.
Advhevhentahohohohoh activates Tempest.
Advhevhentahohohohoh deactivates Feather Wind.
Advhevhentahohohohoh activates Feather Wind.
Advhevhentahohohohoh deactivates Defensive Posture.
Advhevhentahohohohoh activates Defensive Posture.
Advhevhentahohohohoh deactivates Shock Hands.
Advhevhentahohohohoh activates Shock Hands.
Advhevhentahohohohoh deactivates Fiery Hands.
Advhevhentahohohohoh activates Fiery Hands.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
- Contingency
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.


















































































































































