Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 30 / 13% |
| Size | big |
| Lifes / Deaths | Killed by multi-hued crystal at level 11 on the 15th Haze 122nd year of Ascendancy at 02:28 0 / 7Killed by enthralled slave at level 15 on the 79th Haze 122nd year of Ascendancy at 03:40 Killed by orc corruptor at level 18 on the 11st Regrowth 123rd year of Ascendancy at 13:20 Killed by Urkis, the High Tempest at level 18 on the 16th Regrowth 123rd year of Ascendancy at 03:32 Killed by Grand Corruptor at level 26 on the 55th Pyre 123rd year of Ascendancy at 04:23 Killed by venom drake at level 30 on the 65th Pyre 123rd year of Ascendancy at 22:03 Killed by worm that walks at level 30 on the 65th Pyre 123rd year of Ascendancy at 23:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 71 (base 46) |
| Dexterity | 16 (base 10) |
| Constitution | 66 (base 41) |
| Magic | 10 (base 10) |
| Willpower | 78 (base 41) |
| Cunning | 15 (base 11) |
Resources
| Life | -93/1070 |
| Stamina | 367/367 |
| Equilibrium | 25 |
| Healing Factor | 0.65333333333333 |
| Regeneration | 56.140933333333 |
Speed
| Mental | +12.02863780959% |
| Attack | +12.02863780959% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 8 |
| Lite | 0 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 40 |
| Crit Chance | 36% |
| APR | 10 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 15% |
| Speed | 0.89262890235232 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 69.246956515354 (100%) |
| Defense | 11 |
| Ranged Defense | 20 |
| Fatigue | 44 |
| Physical Save | 43 |
| Spell Save | 33 |
| Mental Save | 39 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| talent | Wild Growth |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.43 nature damage per turn and decreasing all heals received by 10%. Insidious Poison |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 43.96 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 124.79 blight damage and spawn a carrion worm mass. |
| beneficial effect | A flow of life spins around the target, regenerating 83.68 life per turn. Regeneration |
| detrimental effect | The target is corroded, reducing their accuracy by 16, their armor by 16, and their defense by 16. Corrode |
| detrimental effect | The target is infected by a disease, doing 57.95 blight damage per turn and reducing healing received by 63%. EpidemicEach non-disease blight damage done to it will spread the disease. |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You failed to protect the lost warrior from death by Aerugamina the cold drake hatchling. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 57. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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 black mamba head. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed naga tongue. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed green worm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of hardened leather boots of rushing (0 def, 3 armour) restorative pair of hardened leather boots of rushing (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Life regen: +1.80 Healing mod.: +13% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Pitchrigor' brass lantern 'Pitchrigor'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Wil Changes resistances: +3% acid / +3% cold / +6% blight Critical mult.: +11.00% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | sand iron gauntlets of dexterity (+3) (0 def, 6 armour) sand iron gauntlets of dexterity (+3) (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +6 Damage (Melee): 5 physical Changes stats: +3 Dex Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | warrior's stralite ring of fire (+26%) warrior's stralite ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
| On fingers | gladiator's gold ring of misery gladiator's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +6 Str / +4 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 2/40) : Effective talent level: 2.4 Power cost: 40 out of 2/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 281 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Everpyre Blade (147% power, 10 apr) Everpyre Blade (147% power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 296.23 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
| Around waist | monstrous hardened leather belt monstrous hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +4 Con Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 100% power, 320 block) Titanic (20 def, 18 armour, 100% power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+14 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | resilient cashmere cloak of the hunter (2 def, 0 armour) resilient cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +2 (+2 eff.) Fatigue: -7% Maximum life: +94.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
healing infusion of the warrior (heal 190) healing infusion of the warrior (heal 190)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 390 over 5 turns) regeneration infusion of the titan (heal 390 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 346 over 5 turns) regeneration infusion of the titan (heal 346 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 5; power 30; turns 5; dispells darkness)sun infusion of the sneak (rad 5; power 30; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 30) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 23%; cure magical)wild infusion (resist 23%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 23%; cure mental) wild infusion of the duelist (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 27%; cure magical) wild infusion of the titan (resist 27%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. movement infusion (338% speed; 6 turns)movement infusion (338% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 338% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (423% speed; 5 turns) movement infusion of the sneak (423% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 423% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (127 acid damage; dur 5; apply 21)acid wave rune (127 acid damage; dur 5; apply 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 127.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (68 acid damage; dur 5; apply 21)acid wave rune (68 acid damage; dur 5; apply 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 68.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (131 acid damage; dur 5; apply 22)acid wave rune (131 acid damage; dur 5; apply 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 131.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 55)teleportation rune (range 55) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the titan (range 124)teleportation rune of the titan (range 124) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 124 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (70 lightning damage)lightning rune (70 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 23.33 to 70.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (245 lightning damage) lightning rune of the psychic (245 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 81.80 to 245.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
insulating gold amulet of constitution (+2) insulating gold amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +17% cold / +12% fire Amulets can have magical properties. |
serendipitous gold amulet of constitution (+7) serendipitous gold amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+9 eff.) Changes stats: +7 Lck / +3 Con Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
insulating stralite amulet of dexterity (+4) insulating stralite amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Dex Changes resistances: +18% cold / +10% fire Amulets can have magical properties. |
starseer's stralite amulet of manastreaming starseer's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes damage: +5% physical / +6% temporal / +5% darkness / +7% light Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +31.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
stralite amulet of vision stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +19% Infravision radius: +3 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Greenreaper GreenreaperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances penetration: +15% nature Changes damage: +6% nature Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +26% Maximum life: +28.00 Rings can have magical properties. |
savior's steel ring of pilfering savior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +9 (+9 eff.) Physical save: +7 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
warrior's steel ring of nature (+20%) warrior's steel ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
Mayykira the Skybreacher Mayykira the SkybreacherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +6 (+1 eff.) Changes stats: +5 Dex Changes resistances: +9% lightning / +9% temporal Changes resistances penetration: +10% temporal Changes damage: +3% lightning Physical save: +8 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +10 (+3 eff.) Spellpower: +8 (+8 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
savage's gold ring of perseverance savage's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+6 eff.) Stun/Freeze immunity: +23% Life regen: +2.10 Maximum stamina: +16.00 Rings can have magical properties. |
solipsist's gold ring of sensing solipsist's gold ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Blindness immunity: +32% Mindpower: +9 (+3 eff.) Infravision radius: +4 See stealth: +10 See invisible: +8 Rings can have magical properties. |
psionicist's stralite ring of blight (+13%) psionicist's stralite ring of blight (+13%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% blight Changes damage: +13% blight Mental save: +6 (+2 eff.) Rings can have magical properties. |
Flashkill (111% power, 3 apr, temporal element) Flashkill (111% power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 light / +4 temporal When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% temporal Changes damage: +3% light / +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Mirestoker (120% power, 4 apr, cold element) Mirestoker (120% power, 4 apr, cold element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Defense: +10 (+9 eff.) Effects on melee hit: * 12% chance to blind Changes stats: +2 Str / +1 Mag / +1 Cun Changes damage: +6% nature / +20% cold Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 33.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew vilestaff of fate (120% power, 4 apr, fire element)shimmering yew vilestaff of fate (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +9 (+9 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of protection (129% power, 5 apr, fire element) greater elven-wood magestaff of protection (129% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. 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: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% lightning / +12% cold / +12% arcane / +12% fire Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Spellpower: +16 (+13 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel battleaxe of disruption (138% power, 2 apr)blazebringer's dwarven-steel battleaxe of disruption (138% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +12 fire Damage against: +10% Unnatural When wielded/worn: Changes resistances penetration: +12% fire Global speed: +3% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick stralite battleaxe (153% power, 3 apr)quick stralite battleaxe (153% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +6 Dex Massive two-handed battleaxes. |
steel greatmaul 'Yvesemina' (134% power, 2 apr) steel greatmaul 'Yvesemina' (134% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +20 cold When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances penetration: +10% acid Changes damage: +3% acid Massive two-handed mauls. |
Toregaleg the Blazefiend (142% power, 2 apr) Toregaleg the Blazefiend (142% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% lightning Mental save: +20 (+7 eff.) Maximum psi: +30.00 Massive two-handed swords. |
steel longsword 'Yvarivea' (109% power, 3 apr) steel longsword 'Yvarivea' (109% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire / +4 physical When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Cun Reduces incoming crit damage: 15.00% Stamina each turn: +0.60 Sharp, long, and deadly. |
Bethotha (127% power, 4 apr) Bethotha (127% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Changes stats: +2 Cun / +2 Str Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of ruin (123% power, 4 apr) warbringer's dwarven-steel longsword of ruin (123% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Critical mult.: +15.00% Disarm immunity: +12% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Searswift the steel mace (113% power, 3 apr)Searswift the steel mace (113% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 113% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * 30 arcane resource burn Changes resistances: +3% blight / +9% fire / +3% cold Blunt and deadly. |
Blindwilter (134% power, 4 apr) Blindwilter (134% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +22 insidious poison When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 physical Changes resistances: +3% light Changes damage: +6% light Blunt and deadly. |
glacial dwarven-steel mace of ruin (130% power, 4 apr) glacial dwarven-steel mace of ruin (130% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +9 ice When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Armour: +9 Changes resistances penetration: +7% cold Critical mult.: +12.00% Blunt and deadly. |
quick stralite mace of erosion (142% power, 5 apr) quick stralite mace of erosion (142% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% Damage (Melee): +7 nature / +10 temporal When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +1 Dex Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel waraxe of nature (108% power, 3 apr)acidic steel waraxe of nature (108% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +8% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (122% power, 4 apr)dwarven-steel waraxe (122% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
thunderous dwarven-steel waraxe of projection (118% power, 4 apr) thunderous dwarven-steel waraxe of projection (118% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to daze Damage (Melee): +8 mind When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances penetration: +7% lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
warbringer's dwarven-steel waraxe of paradox (116% power, 4 apr) warbringer's dwarven-steel waraxe of paradox (116% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 temporal When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 10 temporal Changes stats: +2 Con Changes resistances: +8% temporal Changes resistances penetration: +7% physical Disarm immunity: +12% One-handed war axes. |
acidic dwarven-steel dagger of evisceration (116% power, 7 apr) acidic dwarven-steel dagger of evisceration (116% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +6 acid When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Sharp, short and deadly. |
flaming dwarven-steel dagger of crippling (114% power, 7 apr) flaming dwarven-steel dagger of crippling (114% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
slime-covered dwarven-steel dagger of amnesia (115% power, 7 apr) slime-covered dwarven-steel dagger of amnesia (115% power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
warbringer's dwarven-steel dagger (111% power, 7 apr) warbringer's dwarven-steel dagger (111% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +4% physical Disarm immunity: +16% Sharp, short and deadly. |
flaming stralite dagger of evisceration (132% power, 9 apr) flaming stralite dagger of evisceration (132% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Sharp, short and deadly. |
plaguebringer's stralite dagger (132% power, 9 apr) plaguebringer's stralite dagger (132% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 8% chance to disease Damage (Melee): +11 blight When wielded/worn: Disease immunity: +11% Sharp, short and deadly. |
vined mindstar 'Airrune' (85% power, 18 apr, mind damage) vined mindstar 'Airrune' (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +4 Cun Changes resistances: +5% arcane Critical mult.: +13.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar (93% power, 24 apr, mind damage)thorny mindstar (93% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Dourrigor' (93% power, 24 apr, mind damage) thorny mindstar 'Dourrigor' (93% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. Power: 93% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +13% mind Critical mult.: +10.00% Mental save: +4 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Maximum psi: +16.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +3% Life leech chance: +13% Life leech: +10% 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. |
absorbing pulsing mindstar of life (107% power, 32 apr, nature damage) absorbing pulsing mindstar of life (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 107% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +11% lightning / +16% fire / +11% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Life regen: +1.00 Maximum life: +10.00 Mindpower: +8 (+2 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. inquisitor's pulsing mindstar of storms (108% power, 32 apr, nature damage)inquisitor's pulsing mindstar of storms (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +12% lightning Changes damage: +8% lightning / +2% arcane Spell save: +5 (+2 eff.) Mindpower: +8 (+2 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. |
nature's pulsing mindstar of storms (107% power, 32 apr, nature damage) nature's pulsing mindstar of storms (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +2 Str / +1 Dex / +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances: +8% lightning / +3% blight Changes resistances penetration: +10% lightning Changes damage: +7% lightning / +5% nature Disease immunity: +15% Mindpower: +8 (+2 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. |
wyrm's pulsing mindstar of storms (109% power, 32 apr, mind damage) wyrm's pulsing mindstar of storms (109% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. The natural wyrm seeks an element. Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning / 2 physical / 6 fire / 4 cold / 5 acid Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +15% lightning / +4% physical / +3% fire / +5% acid / +5% cold Changes resistances penetration: +9% lightning Changes damage: +7% lightning Mindpower: +8 (+2 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. |
quiver of yew arrows 'Glitterwind' (24/24, 138% power, 10 apr) quiver of yew arrows 'Glitterwind' (24/24, 138% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 24 On weapon hit: * 20% chance to blind Damage (Ranged): +12 mind / +8 light Burst (radius 1) on hit: +8 mind Arrows are used with bows to pierce your foes to death. |
Filthnull (10 def, 2 armour, 100% power, 131 block) Filthnull (10 def, 2 armour, 100% power, 131 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 157% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +131 Burst (radius 2) on crit: +8 nature When wielded/worn: Armour: +2 Defense: +10 (+9 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +19% lightning / +6% nature Changes resistances penetration: +5% acid Changes damage: +3% nature Talent granted: +4 Block Handheld deflection devices. |
ancient cashmere robe of nature (+19%) (2 def, 0 armour) ancient cashmere robe of nature (+19%) (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Mag Changes resistances: +19% nature Changes resistances penetration: +5% physical / +6% temporal Changes damage: +10% temporal / +13% nature / +8% physical Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of Angolwen (2 def, 0 armour) cashmere robe of Angolwen (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Wil / +3 Mag Silence immunity: +25% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +8 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of life (2 def, 0 armour) mindwoven cashmere robe of life (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +11% blight Mental save: +21 (+7 eff.) Life regen: +2.00 Maximum life: +65.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of life (2 def, 0 armour) mindwoven cashmere robe of life (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +7% blight Mental save: +20 (+7 eff.) Life regen: +2.10 Maximum life: +72.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of power (2 def, 0 armour) verdant cashmere robe of power (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +5 Con Changes damage: +12% nature / +6% all Poison immunity: +27% Disease immunity: +26% Spellpower: +15 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of power (3 def, 0 armour) silk robe of power (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes damage: +8% all Spellpower: +14 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of natural resilience (3 def, 6 armour)spiked hardened leather armour of natural resilience (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Changes resistances: +13% nature / +10% blight Reduced damage from: +7% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour (4 def, 9 armour)steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour)dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant stralite plate armour of cold resistance (7 def, 13 armour)radiant stralite plate armour of cold resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+7 eff.) Fatigue: +26% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +10% blight / +21% cold / +22% darkness Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. stralite plate armour of the deep (7 def, 14 armour)stralite plate armour of the deep (7 def, 14 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +14 Defense: +7 (+7 eff.) Fatigue: +26% Changes resistances: +6% acid / +9% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Trap disarming bonus: +11 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
insulating hardened leather belt of recklessness insulating hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes resistances: +5% cold / +7% fire Critical mult.: +7.00% A belt that goes around your waist. |
cashmere cloak of fog (7 def, 0 armour) cashmere cloak of fog (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+7 eff.) Changes resistances: +14% light / +16% fire Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of sorcery (7 def, 0 armour)enveloping cashmere cloak of sorcery (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+7 eff.) Changes stats: +4 Wil / +4 Mag Physical save: +8 (+3 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of hardened leather boots of spellbinding (0 def, 3 armour) scholar's pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag Spell save: +3 (+1 eff.) Spellpower: +4 (+4 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Xerawe the pair of dwarven-steel boots (5 def, 4 armour) Xerawe the pair of dwarven-steel boots (5 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +3% Changes stats: +2 Cun Changes resistances: +6% acid Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Nimbustrial' (0 def, 4 armour) pair of dwarven-steel boots 'Nimbustrial' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes stats: +3 Cun / +3 Con Changes resistances: +3% light / +6% lightning Changes damage: +12% lightning Physical save: +16 (+5 eff.) Mental save: +16 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves (0 def, 2 armour) alchemist's hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 acid / 5 fire / 3 lightning / 5 cold Changes stats: +3 Wil / +3 Mag Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of archery (0 def, 2 armour) dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Armour: +2 Changes stats: +4 Cun / +4 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)radiant dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 light Changes stats: +2 Mag Changes resistances: +8% light Changes damage: +5% arcane / +5% light Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of the verdant (0 def, 2 armour) storm dwarven-steel gauntlets of the verdant (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 lightning Changes resistances: +12% blight / +9% darkness / +6% arcane / +5% lightning Changes damage: +6% lightning Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +10 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Heatrazor' (2 def, 0 armour) cashmere wizard hat 'Heatrazor' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 12 arcane Changes resistances: +6% fire Changes resistances penetration: +10% arcane Mana each turn: +0.26 Spellpower: +4 (+4 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of earthrunes (2 def, 1 armour)cashmere wizard hat of earthrunes (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Changes stats: +2 Con It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 37.51 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of trickery (0 def, 3 armour) thaloren hardened leather cap of trickery (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +5 Wil / +3 Cun Changes resistances: +7% blight Mental save: +7 (+2 eff.) A cap made of leather. |
Silebrebeth the dwarven-steel helm (0 def, 4 armour) Silebrebeth the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 20 blight Changes stats: +3 Cun / +4 Wil Changes damage: +9% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Maximum stamina: +5.00 Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 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. |
2 quartz 2 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
200 alchemist agate 200 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. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of healthalchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +54.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 35/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
miner's dwarven-steel pickaxe (dig speed 22 turns) miner's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
overpowered dwarven-steel torque of thermal psionic shield [power 151] (18/34 cooldown) overpowered dwarven-steel torque of thermal psionic shield [power 151] (18/34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 151 for 7 turns, putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. volcanic yew wand of clairvoyance [power 11] (18/6 cooldown)volcanic yew wand of clairvoyance [power 11] (18/6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Volcano It can be used to reveal the area around you, dispelling darkness (radius 11, power 36 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Meena the Cornac Wyrmic level 18
11st Regrowth 123rd year of Ascendancy at 14:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Meena the Cornac Wyrmic level 13
32nd Haze 122nd year of Ascendancy at 01:25 see stats
Exterminator
Killed 1000 creatures.By Meena the Cornac Wyrmic level 19
16th Regrowth 123rd year of Ascendancy at 14:25 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Meena the Cornac Wyrmic level 18
16th Regrowth 123rd year of Ascendancy at 05:18 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Meena the Cornac Wyrmic level 18
3rd Allure 123rd year of Ascendancy at 12:37 see stats
Level 10
Got a character to level 10.By Meena the Cornac Wyrmic level 10
6th Haze 122nd year of Ascendancy at 09:20 see stats
Level 20
Got a character to level 20.By Meena the Cornac Wyrmic level 20
39th Regrowth 123rd year of Ascendancy at 14:13 see stats
Level 30
Got a character to level 30.By Meena the Cornac Wyrmic level 30
65th Pyre 123rd year of Ascendancy at 17:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Meena the Cornac Wyrmic level 7
38th Dusk 122nd year of Ascendancy at 23:22 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Meena the Cornac Wyrmic level 25
1st Pyre 123rd year of Ascendancy at 06:43 see stats
Size matters
Did over 600 damage in one attack.By Meena the Cornac Wyrmic level 18
11st Regrowth 123rd year of Ascendancy at 12:14 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Meena the Cornac Wyrmic level 18
3rd Allure 123rd year of Ascendancy at 13:05 see stats
The Arena
Unlocked Arena mode.By Meena the Cornac Wyrmic level 6
78th Pyre 122nd year of Ascendancy at 06:23 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Meena the Cornac Wyrmic level 18
3rd Allure 123rd year of Ascendancy at 13:05 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Meena the Cornac Wyrmic level 15
80th Haze 122nd year of Ascendancy at 07:50 see stats
The secret city
Discovered the truth about mages.By Meena the Cornac Wyrmic level 10
8th Haze 122nd year of Ascendancy at 05:34 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Meena the Cornac Wyrmic level 15
80th Haze 122nd year of Ascendancy at 00:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Meena the Cornac Wyrmic level 19
17th Regrowth 123rd year of Ascendancy at 10:07 see stats
Log
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Venom wyrm for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Meena for 19 acid damage.
Venom wyrm's corrosive acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Worm that walks for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Wretchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Meena for 46 acid damage.
Venom wyrm's corrosive acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Venom drake hatchling for 0 acid damage.
Wretchling's acid area effect hits Worm that walks for 0 acid damage.
Wretchling's acid area effect hits Venom drake for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Meena for 14 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Meena tries to swallow Worm that walks!
A carrion worm mass has spawned from worm that walks' wounds!
Meena receives 63 healing from Worm that walks.
Meena hits Worm that walks for 396 fire damage.
Meena killed Worm that walks!
Wretchling casts Corrosive Vapour.
Venom wyrm spits acid!
Venom drake hatchling is disarmed!
Meena is invigorated by the attack!
Meena is invigorated by the attack!
Meena is invigorated by the attack!
Meena is invigorated by the attack!
Meena is no longer attuned.
Saving game...
