











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 39 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Bethivea the skeleton magus at level 34 on the 28th Regrowth 123rd year of Ascendancy at 03:30 / 2Killed by Ivoriawe the runed bone giant at level 39 on the 33rd Pyre 123rd year of Ascendancy at 10:58 |
Primary Stats
| Strength | 18 (base 11) |
| Dexterity | 84 (base 45) |
| Constitution | 46 (base 44) |
| Magic | 77 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 26 (base 16) |
Resources
| Life | -164/620 |
| Insanity | 91/100 |
| Healing Factor | 1.3867804250994 |
| Regeneration | 25.308742758064 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 50 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 50 |
| Crit Chance | 24% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +58% |
| Physical | +32% |
| Temporal | +32% |
| Lightning | +35% |
| Arcane | +32% |
| Cold | +33% |
| All | +20% |
Offense: Damage Penetration
| Arcane | +20% |
| Darkness | +26% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 36.186862883854 (54.823135475018%) |
| Defense | 63 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 39%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 46%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 70%( 70%) |
| Temporal | + 46%( 70%) |
| Physical | + 29%( 70%) |
| Fire | + 36%( 70%) |
| Lightning | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 78% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 36% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 689% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 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 425 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Oblivion | 1.62 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Demented / Madness | 1.62 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Chronophage | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
| beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
| beneficial effect | Increases spell critical chance by 2%. At 5 stacks, next Nether spell is empowered. 1 Halo of Ruin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by Layotira the mountain troll thunderer. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Cyrurin the thief. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by elder vampire. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Yvena the mountain troll thunderer. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Emelyrin the copperhead snake. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) (On feet)]undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes resistances: +21%(-) darkness / +11%(-) temporal Changes resistances penetration: +12%(-) darkness / +13%(-) temporal Silence immunity: +28% (-) Confusion immunity: +26% (-) Stun/Freeze immunity: +32% (-) Defense after a teleport: +16 (-) Resist all after a teleport: +13% (-) New effects duration reduction after a teleport: +16% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. ethereal alchemist's lamp of corpselight (Light source)]ethereal alchemist's lamp of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5(-) Mag Changes resistances: +8%(-) blight / +7%(-) darkness Spellpower: +12 (+3 eff.) (-) Spell crit. chance: +4% (-) Light radius: +6 (-) Infravision radius: +4 (-) See invisible: +8 (-) The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 35 blight damage or heals 44 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Eilinibretta (0 def, 3 armour) (On head)]Eilinibretta (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 10(-) blight Changes stats: +7(-) Str / +7(-) Dex / +2(-) Wil Mana each turn: +0.08 (-) Spellpower: +30 (+6 eff.) (-) Spell crit. chance: +3% (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 80.2 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | [vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 (-) Changes stats: +6(-) Mag Changes resistances: +15%(-) lightning Changes damage: +15%(-) lightning Critical mult.: +20.00% (-) Spellpower: +12 (+3 eff.) (-) Spell crit. chance: +5% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | [vs. overpowered dwarven-steel torque of psionic shield [power 139] (35 cooldown) (Tool)]overpowered dwarven-steel torque of psionic shield [power 139] (35 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 139 for 5 turns Activation puts all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +1%(-) physical / +26%(-) cold Changes damage: +12%(-) physical / +13%(-) cold Stun/Freeze immunity: +30% (-) Life regen: +10.00 (-) Maximum life: +49.00 (-) Healing mod.: +13% (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]gold ring 'Gloryvena' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +0(-2) Con / +2 Mag Changes resistances: +0%(-1%) physical / +0%(-26%) cold Changes resistances penetration: +20% arcane Changes damage: +0%(-12%) physical / +12% temporal / +12% arcane / +0%(-13%) cold Critical mult.: +10.00% Stun/Freeze immunity: +32% (+2%) Life regen: +4.00 (-6.00) Maximum life: +0.00 (-49.00) Spell crit. chance: +6% See invisible: +6 Healing mod.: +0% (-13%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Dourparry (Around neck)]Dourparry Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% Damage (Melee): 0(-20) item nature slow Changes resistances: +27%(-) lightning / +18%(-) darkness / +9%(-) blight / +12%(-) fire / +5%(-) arcane Talent masteries: +0.32(-) Demented / Oblivion +0.32(-) Demented / Madness Amulets make your neck look great! |
| In main hand | [vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +10 (+3 eff.) (-) Physical crit. chance: +7.0% (-) Physical power: +7 (+4 eff.) (-) Changes damage: +25%(-) darkness Talents granted: +1.00(-) Command Staff Physical save: +8 (+4 eff.) (-) Spell save: +8 (+4 eff.) (-) Mental save: +8 (+4 eff.) (-) Spellpower: +19 (+4 eff.) (-) Spell crit. chance: +12% (-) Staves designed for wielders of magic, by the greats of the art. |
| Around waist | [vs. Emblem of Evasion (Around waist)]Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) (-) Changes stats: +12(-) Dex / +10(-) Cun / +8(-) Lck Deflect projectiles away: +15% (-) Slows Projectiles: +30% (-) Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | [vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand, 1 of 2)]Shantiz the Stormblade (111% power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% (-17%) Range: 1.3x (+0.1x) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+15) Crit. chance: +10.0% (+5.5%) Attack speed: 100% (-) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +20 Dex Changes damage: +0%(-25%) darkness Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
| Cloak | [vs. Nerukira (12 def, 0 armour) (Cloak)]Nerukira (12 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) (-) Changes resistances: +2%(-) physical / +13%(-) darkness / +15%(-) temporal Changes resistances penetration: +14%(-) darkness Changes damage: +14%(-) darkness Stealth bonus: +13 (-) Stun/Freeze immunity: +20% (-) Spellpower on spell critical (stacks up to 3 times): +8 (-) Spellpower: +30 (+6 eff.) (-) Damage Shield penetration: +20% (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]elven-silk robe 'Isatta' (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) (-) Changes stats: +4(-) Mag / +4(-) Wil Changes resistances: +5%(-) arcane / +15%(-) all Changes damage: +17%(-) all Mental save: +9 (+5 eff.) (-) Disease immunity: +10% (-) Silence immunity: +50% (-) Life regen: +4.00 (-) Mana each turn: +0.36 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Maximum mana: +87.00 (-) Spellpower: +65 (+14 eff.) (-) Spell crit. chance: +7% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -469; dur 9; cd 31) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -469 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1062 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -420; dur 7; cd 30) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -420 life. The duration and life will increase by 1% for every 1% life you have lost (currently 951 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Movement [movement infusion of the titan (speed 614%; cd 11)] (on body)]movement infusion of the wizard (speed 727%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727%(+38%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Constitution, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 6; phase 16; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 20; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (214.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 282.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.biting gale rune (damage 127; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 127.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 18; resist 29%; move 37%; dur 5; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 37% faster, and you are invisible (power 18). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the titan (absorb 148; cd 12)] (on body)]shatter afflictions rune (absorb 20; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19(+7) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3(-) turns and blocking 20(-128) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your -Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the titan (absorb 148; cd 12)] (on body)]shatter afflictions rune of the sneak (absorb 47; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3(-) turns and blocking 47(-101) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your -Constitution, +Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 271; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 271 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune of the titan (absorb 351; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 79; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 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 spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
[vs. Dourparry (Around neck)]clarifying copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes resistances: +0%(-27%) lightning / +0%(-18%) darkness / +0%(-9%) blight / +0%(-12%) fire / +11% mind / +0%(-5%) arcane Talent masteries: +0.00(-0.32) Demented / Oblivion +0.00(-0.32) Demented / Madness Confusion immunity: +20% Amulets make your neck look great! |
[vs. Dourparry (Around neck)]copper amulet 'Crackleriver' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Damage (Melee): 0(-20) item nature slow Changes stats: +3 Str Changes resistances: +9%(-18%) lightning / +0%(-18%) darkness / +0%(-9%) blight / +3%(-9%) fire / +0%(-5%) arcane Changes damage: +6% physical Talent masteries: +0.00(-0.32) Demented / Oblivion +0.00(-0.32) Demented / Madness Critical mult.: +5.00% Only die when reaching: -20.00 life Amulets make your neck look great! |
[vs. Dourparry (Around neck)]Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes stats: +5 Wil Changes resistances: +0%(-27%) lightning / +0%(-18%) darkness / +0%(-9%) blight / +0%(-12%) fire / +0%(-5%) arcane Damage affinity(heal): +15% nature Talent masteries: +0.00(-0.32) Demented / Oblivion +0.00(-0.32) Demented / Madness Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (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. |
[vs. Dourparry (Around neck)]Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes stats: +10 Cun / -5 Wil Changes resistances: +0%(-27%) lightning / +15%(-3%) darkness / +15%(+6%) blight / +0%(-12%) fire / +0%(-5%) arcane / +15% acid Talent masteries: +0.00(-0.32) Demented / Oblivion +0.00(-0.32) Demented / Madness Physical save: +15 (+8 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
[vs. Dourparry (Around neck)]Xanusetta the steel amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-20) item nature slow Changes stats: +4 Dex / +4 Cun / +9 Con Changes resistances: +0%(-27%) lightning / +0%(-18%) darkness / +0%(-9%) blight / +15%(+3%) fire / +0%(-5%) arcane / +14% cold Talent masteries: +0.00(-0.32) Demented / Oblivion +0.00(-0.32) Demented / Madness Reduces incoming crit damage: 10.00% Life regen: +1.00 Stamina each turn: +0.50 Light radius: +3 Movement speed: +10% Amulets make your neck look great! |
[vs. Dourparry (Around neck)]Yvoriann the Strikeraider Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 47% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 10 acid / 6 lightning Changes resistances: +0%(-27%) lightning / +0%(-18%) darkness / +0%(-9%) blight / +0%(-12%) fire / +0%(-5%) arcane Changes resistances penetration: +25% lightning / +10% fire / +20% acid Talent masteries: +0.22 Demented / Void +0.00(-0.32) Demented / Madness +0.00(-0.32) Demented / Oblivion Amulets make your neck look great! |
[vs. Dourparry (Around neck)]steel amulet 'Chirefast' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Damage (Melee): 0(-20) item nature slow Changes stats: +2 Mag Changes resistances: +0%(-27%) lightning / +0%(-18%) darkness / +0%(-9%) blight / +0%(-12%) fire / +0%(-5%) arcane Talent masteries: +0.00(-0.32) Demented / Oblivion +0.00(-0.32) Demented / Madness Critical mult.: +5.00% Life regen: +3.00 Hate when firing a critical mind attack: +5.00 Amulets make your neck look great! |
[vs. Dourparry (Around neck)]insulating gold amulet of mastery (0.23 Demented / Calamity) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes resistances: +0%(-27%) lightning / +0%(-18%) darkness / +0%(-9%) blight / +16%(+4%) fire / +0%(-5%) arcane / +16% cold Talent masteries: +0.00(-0.32) Demented / Madness +0.23 Demented / Calamity +0.00(-0.32) Demented / Oblivion Amulets make your neck look great! |
[vs. Dourparry (Around neck)]Kymnir the Tidenight Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes stats: +4 Con Changes resistances: +0%(-27%) lightning / +14%(-4%) darkness / +21% mind / +0%(-9%) blight / +0%(-12%) fire / +5%(-) arcane / +20% light Changes resistances penetration: +25% arcane Changes damage: +12% cold Talent masteries: +0.00(-0.32) Demented / Oblivion +0.00(-0.32) Demented / Madness Physical save: +10 (+5 eff.) Blindness immunity: +31% Confusion immunity: +25% Life regen: +5.00 Maximum life: +45.00 Amulets make your neck look great! |
[vs. Wheel of Fate (On fingers, 1 of 2)]Yvutta the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Str / +4 Wil / +4 Cun / +0(-2) Con Changes resistances: +6% lightning / +3%(-23%) cold / +3% nature / +0%(-1%) physical Changes damage: +0%(-12%) physical / +0%(-13%) cold Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-10.00) Only die when reaching: -20.00 life Maximum life: +0.00 (-49.00) Mindpower: +6 (+3 eff.) Healing mod.: +0% (-13%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]copper ring 'Boltmoon' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: -5% Changes stats: +0(-2) Con Changes resistances: +0%(-26%) cold / +6% mind / +0%(-1%) physical Changes resistances penetration: +10% lightning Changes damage: +0%(-12%) physical / +0%(-13%) cold Reduces incoming crit damage: 5.00% Maximum encumbrance: +22 Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-10.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-13%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +0(-2) Con Changes resistances: +0%(-1%) physical / +0%(-26%) cold Changes damage: +0%(-12%) physical / +0%(-13%) cold Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-10.00) Maximum life: +0.00 (-49.00) Spellpower: +5 (+1 eff.) Mindpower: +6 (+3 eff.) Healing mod.: +0% (-13%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Floewolf the steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-2) Con / +4 Mag Changes resistances: +0%(-1%) physical / +0%(-26%) cold Changes damage: +0%(-12%) physical / +3%(-10%) cold Reduces incoming crit damage: 15.00% Spell save: +8 (+4 eff.) Silence immunity: +20% Stun/Freeze immunity: +0% (-30%) Knockback immunity: +20% Life regen: +0.00 (-10.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-13%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]steel onyx ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +5(+3) Con Changes resistances: +0%(-1%) physical / +0%(-26%) cold Changes damage: +0%(-12%) physical / +0%(-13%) cold Spell save: +12 (+6 eff.) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-10.00) Maximum life: +0.00 (-49.00) Maximum stamina: +16.00 Healing mod.: +0% (-13%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. Elema Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +20 (+10 eff.) Changes stats: +0(-2) Con Changes resistances: +30% lightning / +24%(-2%) cold / +5% arcane / +0%(-1%) physical Changes damage: +15% lightning / +0%(-13%) cold / +0%(-12%) physical Critical mult.: +15.00% Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-10.00) Stamina each turn: +3.00 Maximum life: +0.00 (-49.00) Healing mod.: +0% (-13%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Cun / +0(-2) Con Changes resistances: +0%(-1%) physical / +0%(-26%) cold Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +0%(-12%) physical / +25% fire / +25% arcane / +25%(+12%) cold Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-10.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-13%) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil / +0(-2) Con Changes resistances: +0%(-26%) cold / +5%(+4%) physical Changes damage: +0%(-13%) cold / +5%(-7%) physical Physical save: +12 (+6 eff.) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +100% Life regen: +0.00 (-10.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-13%) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]rogue's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun / +0(-2) Con Changes resistances: +0%(-1%) physical / +0%(-26%) cold Changes damage: +0%(-12%) physical / +0%(-13%) cold Mental save: +7 (+3 eff.) Confusion immunity: +25% Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-10.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-13%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Elidawe (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% (-8%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +30 (+16 eff.) (+23 (+12 eff.)) Armour: +6 Defense: +30 (+8 eff.) Damage when hit (Melee): 6 physical Changes damage: +20%(-5%) darkness Talents granted: +1.00(-) Command Staff Physical save: +9 (+5 eff.) (+1 (+1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+2 eff.) (-10 (-2 eff.)) Spell crit. chance: +3% (-9%) Staves designed for wielders of magic, by the greats of the art. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]Dawnjeer (138% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% (+8%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes resistances: +3% blight Changes resistances penetration: +5% blight Changes damage: +12% blight / +31%(+6%) darkness / +6% light Talents granted: +1.00(-) Command Staff Critical mult.: +14.00% Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Vim when firing critical spell: +2.00 Maximum vim: +30.00 Spellpower: +26 (+5 eff.) (+7 (+1 eff.)) Spell crit. chance: +25% (+13%) Staves designed for wielders of magic, by the greats of the art. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. elven-wood vilestaff 'Floearc' (129% power, 5 apr, fire element) Requires: - Magic 35 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +5 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Defense: +13 (+4 eff.) Changes resistances: +30% cold Changes resistances penetration: +15% acid / +15% cold / +15% mind Changes damage: +25% fire / +21% mind / +0%(-25%) darkness Talents granted: +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +12 (+2 eff.) (-7 (-2 eff.)) Spell crit. chance: +4% (-8%) Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.5 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 8 that illuminates the area and deals 240.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Eksatin's Ultimatum (175% power, 25 apr) Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% (+46%) Range: 1.5x (+0.3x) Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+20) Crit. chance: +25.0% (+20.5%) Attack speed: 100% (-) On weapon crit: + decapitate a weakened target When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Changes damage: +0%(-25%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +25.00% Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Obliterator (159% power, 10 apr) Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 159% (+30%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (+5) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) On weapon hit: + Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 18 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +5 Str / +5 Con Changes damage: +0%(-25%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +10.00% Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Velilaith' (158% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 158% (+29%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-3) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) Damage (radius 2) on crit: +16 mind When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour penetration: +21 Physical crit. chance: +16.0% (+9.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Armour: +16 Damage when hit (Melee): 10 mind Changes damage: +0%(-25%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +35.00% Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) Massive two-handed swords. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Brenudin the stralite waraxe (143% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 143% (+14%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +6.5% (+2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 137 damage Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +3 Str / +3 Dex Changes resistances: +6% light / +7% physical Changes damage: +0%(-25%) darkness Talent granted: +0(+-1) Command Staff Physical save: +9 (+5 eff.) (+1 (+1 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Disarm immunity: +20% Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) Healing mod.: +20% One-handed war axes. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. acidic stralite waraxe of rage (140% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% (+11%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +6.5% (+2.0%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 229 damage over 5 turns and reducing armor and accuracy by 29 When wielded/worn: Accuracy: +11 (+4 eff.) (+1 (+1 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +5 Str Changes damage: +0%(-25%) darkness / +9% physical Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) One-handed war axes. |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand, 1 of 2)]Swordbreaker (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% (+0%) Range: 1.3x (+0.1x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+15) Crit. chance: +15.0% (+10.5%) Attack speed: 111% (+11%) On weapon crit: + Breaks enemy weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +0%(-25%) darkness Talents granted: +1 Dagger Block +0(+-1) Command Staff Physical save: +15 (+8 eff.) (+7 (+4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Disarm immunity: +50% Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand, 1 of 2)]dwarven-steel dagger of enduring (109% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 109% (-19%) Range: 1.3x (+0.1x) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+2) Crit. chance: +6.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +7 Con / +9 Wil Changes damage: +0%(-25%) darkness Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Maximum life: +49.00 Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. magewarrior's short elven-wood vilestaff of fate (129% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. steady elven-wood longbow of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +9 Damage (Ranged): +8 fire When wielded/worn: Accuracy: +14 (+5 eff.) (+4 (+2 eff.)) Physical crit. chance: +6.0% (-1.0%) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Changes damage: +0%(-25%) darkness / +18% fire Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +0 (+0 eff.) (-19 (-4 eff.)) Spell crit. chance: +0% (-12%) Longbows are used to shoot arrows at your foes. |
[vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]sunsealed woollen robe (4 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) (-11 (-2 eff.)) Changes stats: +0(-4) Wil / +5(+1) Mag Changes resistances: +0%(-5%) arcane / +7% darkness / +7% light / +9%(-6%) all Changes damage: +7% light / +0%(-17%) all Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Disease immunity: +0% (-10%) Silence immunity: +0% (-50%) Life regen: +0.00 (-4.00) Mana each turn: +0.00 (-0.36) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum life: +35.00 Maximum mana: +0.00 (-87.00) Spellpower: +0 (+0 eff.) (-65 (-14 eff.)) Spell crit. chance: +0% (-7%) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Scorpionpride (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) (-11 (-2 eff.)) Effects on melee hit: * 20% chance to reduce all saves and defense by 14 Changes stats: +0(-4) Mag / +0(-4) Wil Changes resistances: +0%(-5%) arcane / +15% mind / +20% nature / +11%(-4%) all Changes resistances penetration: +15% darkness / +25% nature Changes damage: +0%(-17%) all Physical save: +24 (+12 eff.) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Disease immunity: +0% (-10%) Silence immunity: +0% (-50%) Life regen: +0.00 (-4.00) Mana each turn: +0.00 (-0.36) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-87.00) Spellpower: +0 (+0 eff.) (-65 (-14 eff.)) Spell crit. chance: +0% (-7%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Poridama (16 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +16 (+4 eff.) (+1 (+1 eff.)) Fatigue: +8% Changes stats: +7 Str / +7 Dex / +0(-4) Mag / +0(-4) Wil / +11 Cun Changes resistances: +5%(-) arcane / +0%(-15%) all Changes resistances penetration: +25% mind / +25% arcane Changes damage: +0%(-17%) all Physical save: +14 (+7 eff.) Mental save: +12 (+6 eff.) (+3 (+1 eff.)) Disease immunity: +0% (-10%) Silence immunity: +0% (-50%) Life regen: +0.00 (-4.00) Mana each turn: +0.00 (-0.36) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-87.00) Spellpower: +0 (+0 eff.) (-65 (-14 eff.)) Spell crit. chance: +0% (-7%) A suit of armour made of leather. |
[vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) (-1 (+0 eff.)) Changes stats: +0(-4) Mag / +0(-4) Wil / +8 Cun Changes resistances: +0%(-5%) arcane / +0%(-15%) all Changes damage: +0%(-17%) all Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Disease immunity: +0% (-10%) Silence immunity: +0% (-50%) Life regen: +0.00 (-4.00) Mana each turn: +0.00 (-0.36) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-87.00) Spellpower: +0 (+0 eff.) (-65 (-14 eff.)) Spell crit. chance: +0% (-7%) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
[vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of spell shielding (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) (-11 (-2 eff.)) Fatigue: +12% Changes stats: +0(-4) Mag / +4(-) Wil Changes resistances: +22% blight / +8%(+3%) arcane / +25% darkness / +0%(-15%) all Changes damage: +0%(-17%) all Spell save: +18 (+9 eff.) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Disease immunity: +0% (-10%) Silence immunity: +0% (-50%) Life regen: +0.00 (-4.00) Mana each turn: +0.00 (-0.36) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-87.00) Spellpower: +0 (+0 eff.) (-65 (-14 eff.)) Spell crit. chance: +0% (-7%) Light radius: +2 A suit of armour made of mail. |
[vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Blastswift the dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +0 (+0 eff.) (-15 (-3 eff.)) Fatigue: +22% Changes stats: +0(-4) Mag / +4(-) Wil Changes resistances: +30% acid / +0%(-5%) arcane / +0%(-15%) all Changes damage: +18% lightning / +0%(-17%) all Mental save: +15 (+8 eff.) (+6 (+3 eff.)) Disease immunity: +0% (-10%) Silence immunity: +0% (-50%) Life regen: +0.00 (-4.00) Mana each turn: +0.00 (-0.36) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Hate when firing a critical mind attack: +5.00 Maximum mana: +0.00 (-87.00) Spellpower: +0 (+0 eff.) (-65 (-14 eff.)) Spell crit. chance: +0% (-7%) Mindpower: +15 (+8 eff.) A suit of armour made of metal plates. |
[vs. elven-silk robe 'Isatta' (15 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. stralite plate armour of delving (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +0 (+0 eff.) (-15 (-3 eff.)) Fatigue: +22% Changes stats: +7 Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +0%(-5%) arcane / +6% physical / +15% darkness / +0%(-15%) all Changes damage: +0%(-17%) all Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Disease immunity: +0% (-10%) Silence immunity: +0% (-50%) Life regen: +0.00 (-4.00) Mana each turn: +0.00 (-0.36) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-87.00) Spellpower: +0 (+0 eff.) (-65 (-14 eff.)) Spell crit. chance: +0% (-7%) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
[vs. Emblem of Evasion (Around waist)]Guda the rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Ranged Defense: +0 (+0 eff.) (-20 (-5 eff.)) Changes stats: +0(-12) Dex / +1(-9) Cun / +0(-8) Lck Changes resistances: +3% fire Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +3 (+2 eff.) Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) A belt that goes around your waist. |
[vs. Emblem of Evasion (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Ranged Defense: +0 (+0 eff.) (-20 (-5 eff.)) Fatigue: -10% Changes stats: +0(-12) Dex / +0(-10) Cun / +0(-8) Lck Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) 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. |
[vs. Emblem of Evasion (Around waist)]spiritwalker's hardened leather belt of valiance Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Ranged Defense: +0 (+0 eff.) (-20 (-5 eff.)) Changes stats: +0(-12) Dex / +6 Mag / +2 Wil / +0(-10) Cun / +0(-8) Lck Mental save: +5 (+2 eff.) Mana each turn: +0.22 Maximum life: +62.00 Maximum mana: +23.00 Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) A belt that goes around your waist. |
[vs. Nerukira (12 def, 0 armour) (Cloak)]Wrap of Stone (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-3 eff.)) Changes resistances: +5%(+3%) physical / +0%(-13%) darkness / +0%(-15%) temporal Changes resistances penetration: +0%(-14%) darkness Changes damage: +0%(-14%) darkness / +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stealth bonus: +0 (-13) Stun/Freeze immunity: +0% (-20%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Spellpower: +6 (+1 eff.) (-24 (-5 eff.)) Damage Shield penetration: +0% (-20%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 270.96 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
[vs. undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) (On feet)]undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +0% (-3%) Changes resistances: +0%(-21%) darkness / +0%(-11%) temporal Changes resistances penetration: +0%(-12%) darkness / +0%(-13%) temporal Silence immunity: +31% (+2%) Confusion immunity: +36% (+10%) Stun/Freeze immunity: +28% (-3%) Stamina each turn: +0.50 Maximum stamina: +19.00 Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-16%) A pair of boots made of leather. |
[vs. undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) (On feet)]Olyzilador the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: +2% (-1%) Changes resistances: +7% lightning / +11%(-) temporal / +0%(-21%) darkness / +1% physical Changes resistances penetration: +0%(-12%) darkness / +0%(-13%) temporal Physical save: +6 (+3 eff.) Blindness immunity: +10% Silence immunity: +0% (-28%) Confusion immunity: +0% (-26%) Stun/Freeze immunity: +0% (-32%) Life regen: +4.00 Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-16%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) (On feet)]Xerirevena the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: +2% (-1%) Changes stats: +3 Str / +5 Mag / +3 Wil / +3 Cun Changes resistances: +0%(-21%) darkness / +0%(-11%) temporal Changes resistances penetration: +0%(-12%) darkness / +0%(-13%) temporal Silence immunity: +0% (-28%) Confusion immunity: +0% (-26%) Stun/Freeze immunity: +0% (-32%) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-16%) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) (On feet)]Elydatta the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes stats: +2 Dex / +5 Mag / +3 Wil / +8 Cun Changes resistances: +0%(-21%) darkness / +0%(-11%) temporal Changes resistances penetration: +0%(-12%) darkness / +0%(-13%) temporal Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +17 (+7 eff.) Silence immunity: +0% (-28%) Confusion immunity: +0% (-26%) Stun/Freeze immunity: +0% (-32%) Life regen: +3.00 Equilibrium when hit: +0.04 Healing mod.: +13% Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-16%) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Nerywyn the Umbraslicer (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: -5% (-8%) Damage when hit (Melee): 10 darkness Changes stats: +6 Mag Changes resistances: +0%(-21%) darkness / +0%(-11%) temporal Changes resistances penetration: +25% cold / +0%(-12%) darkness / +0%(-13%) temporal Reduces incoming crit damage: 15.00% Maximum encumbrance: +38 Physical save: +11 (+6 eff.) Silence immunity: +0% (-28%) Confusion immunity: +0% (-26%) Stun/Freeze immunity: +0% (-32%) Light radius: +3 Infravision radius: +3 Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-16%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) (On feet)]pair of voratun boots 'Ravenkiss' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (+1) Fatigue: -5% (-8%) Effects on melee hit: * 20% chance to reduce damage dealt by 12% Damage when hit (Melee): 6 fire Changes stats: +9 Str / +8 Con Changes resistances: +0%(-21%) darkness / +0%(-11%) temporal Changes resistances penetration: +10% fire / +0%(-12%) darkness / +0%(-13%) temporal Changes damage: +7% physical / +6% darkness / +9% cold Maximum encumbrance: +50 Physical save: +12 (+6 eff.) Silence immunity: +0% (-28%) Confusion immunity: +0% (-26%) Stun/Freeze immunity: +0% (-32%) Stamina each turn: +1.10 Maximum stamina: +39.00 Defense after a teleport: +0 (-16) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-16%) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]restful rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-4) Changes stats: +2(-4) Mag Changes resistances: +0%(-15%) lightning Changes damage: +3% arcane / +0%(-15%) lightning Critical mult.: +0.00% (-20.00%) Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-5%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]Chalavon (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 (-3) Damage (Melee): 9 mind Changes stats: +2 Str / +0(-6) Mag / +4 Cun Changes resistances: +7% mind / +0%(-15%) lightning Changes damage: +3% mind / +0%(-15%) lightning Critical mult.: +0.00% (-20.00%) Only die when reaching: -80.00 life Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-5%) Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]Layugabeth (10 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+7 eff.) Armour: +2 (-3) Defense: +10 (+3 eff.) Changes stats: +3 Dex / +0(-6) Mag Changes resistances: +0%(-15%) lightning / +1% physical / +5% arcane / +15% temporal Changes damage: +0%(-15%) lightning Critical mult.: +0.00% (-20.00%) Cut immunity: +20% Confusion immunity: +20% Only die when reaching: -40.00 life Maximum life: +60.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-5%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]brawler's hardened leather gloves of the starseeker (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-3) Changes stats: +3 Str / +3 Dex / +3(-3) Mag / +6 Cun Changes resistances: +0%(-15%) lightning / +7% light / +8% darkness Changes damage: +0%(-15%) lightning Talent cooldown: Double Strike (-1 turn) Critical mult.: +0.00% (-20.00%) Physical save: +8 (+4 eff.) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-5%) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 219.98 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]This item will automatically be transmogrified when you leave the level. psychic's voratun gauntlets of magic (+4) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 (-2) Fatigue: +5% Damage (Melee): 9 mind Changes stats: +4(-2) Mag Changes resistances: +8% mind / +0%(-15%) lightning Changes damage: +0%(-15%) lightning / +7% mind / +9% arcane Critical mult.: +0.00% (-20.00%) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-5%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]This item will automatically be transmogrified when you leave the level. voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 (-2) Fatigue: +5% Changes stats: +0(-6) Mag Changes resistances: +0%(-15%) lightning Changes damage: +0%(-15%) lightning Critical mult.: +0.00% (-20.00%) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-5%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Eilinibretta (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. hardened leather cap of the bounder (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 0(-10) blight Changes stats: +7(-) Str / +6(-1) Dex / +0(-2) Wil Mana each turn: +0.00 (-0.08) Spellpower: +0 (+0 eff.) (-30 (-6 eff.)) Spell crit. chance: +0% (-3%) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 80.2 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
[vs. Eilinibretta (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (+1) Fatigue: +4% (+1%) Damage when hit (Melee): 0(-10) blight Changes stats: +0(-7) Str / +0(-7) Dex / +0(-2) Wil Mana each turn: +0.00 (-0.08) Spellpower: +0 (+0 eff.) (-30 (-6 eff.)) Spell crit. chance: +0% (-3%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 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. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
492 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. |
[vs. ethereal alchemist's lamp of corpselight (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-8%) blight / +0%(-7%) darkness Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-4%) Light radius: +3 (-3) Infravision radius: +0 (-4) See invisible: +0 (-8) 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. |
[vs. ethereal alchemist's lamp of corpselight (Light source)]brass lantern 'Gloratha' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +6%(-2%) blight / +0%(-7%) darkness Maximum life: +40.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-4%) Light radius: +6 (-) Infravision radius: +0 (-4) See invisible: +0 (-8) 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. |
[vs. ethereal alchemist's lamp of corpselight (Light source)]watchleader's alchemist's lamp of the moons Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-8%) blight / +8% light / +0%(-7%) darkness Changes damage: +6% darkness Damage affinity(heal): +5% darkness Blindness immunity: +20% Confusion immunity: +15% Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-4%) Light radius: +8 (+2) Infravision radius: +4 (-) See stealth: +10 See invisible: +11 (+3) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. ethereal alchemist's lamp of corpselight (Light source)]Charstreaker Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 47% Damage when hit (Melee): 4 acid Changes stats: +0(-5) Mag Changes resistances: +3% acid / +9% fire / +21%(+14%) darkness / +0%(-8%) blight Changes damage: +25% light / +3% acid Damage affinity(heal): +10% light Physical save: +15 (+8 eff.) Spell save: +18 (+9 eff.) Mental save: +12 (+6 eff.) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +0% (-4%) Light radius: +10 (+4) Infravision radius: +0 (-4) See invisible: +0 (-8) It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 319.23 light damage. At talent level 3 you gain 50% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. overpowered dwarven-steel torque of psionic shield [power 139] (35 cooldown) (Tool)]Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
[vs. overpowered dwarven-steel torque of psionic shield [power 139] (35 cooldown) (Tool)]iron pickaxe 'Hasus' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun / +1 Str Changes resistances: +5% arcane / +9% cold Hate when firing a critical mind attack: +3.00 Mindpower: +5 (+3 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. overpowered dwarven-steel torque of psionic shield [power 139] (35 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. Serpentpiercer [power 370] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +16 Defense: +15 (+4 eff.) Changes resistances: +3% physical / +15% fire Changes damage: +15% light / +18% nature Stun/Freeze immunity: +20% It can be used to blast the opponent's mind dealing 444 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered dwarven-steel torque of psionic shield [power 139] (35 cooldown) (Tool)]elm totem of healing [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered dwarven-steel torque of psionic shield [power 139] (35 cooldown) (Tool)]soothing elm wand of lightning storm [power 116] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (156 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Ciranko the Cornac Cultist of Entropy level 32
4th Allure 123rd year of Ascendancy at 20:50 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Ciranko the Cornac Cultist of Entropy level 30
73rd Haze 122nd year of Ascendancy at 20:52 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Ciranko the Cornac Cultist of Entropy level 38
28th Pyre 123rd year of Ascendancy at 01:38 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ciranko the Cornac Cultist of Entropy level 11
10th Mirth 122nd year of Ascendancy at 12:56 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Ciranko the Cornac Cultist of Entropy level 36
23rd Pyre 123rd year of Ascendancy at 13:43 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Ciranko the Cornac Cultist of Entropy level 34
28th Regrowth 123rd year of Ascendancy at 13:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ciranko the Cornac Cultist of Entropy level 24
48th Haze 122nd year of Ascendancy at 09:34 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Ciranko the Cornac Cultist of Entropy level 37
24th Pyre 123rd year of Ascendancy at 14:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ciranko the Cornac Cultist of Entropy level 10
3rd Mirth 122nd year of Ascendancy at 05:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ciranko the Cornac Cultist of Entropy level 20
47th Dusk 122nd year of Ascendancy at 08:11 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ciranko the Cornac Cultist of Entropy level 30
73rd Haze 122nd year of Ascendancy at 12:19 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ciranko the Cornac Cultist of Entropy level 23
5th Haze 122nd year of Ascendancy at 18:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ciranko the Cornac Cultist of Entropy level 35
20th Pyre 123rd year of Ascendancy at 01:29 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Ciranko the Cornac Cultist of Entropy level 37
23rd Pyre 123rd year of Ascendancy at 15:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ciranko the Cornac Cultist of Entropy level 11
4th Flare 122nd year of Ascendancy at 22:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ciranko the Cornac Cultist of Entropy level 22
62nd Dusk 122nd year of Ascendancy at 05:31 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ciranko the Cornac Cultist of Entropy level 23
69th Dusk 122nd year of Ascendancy at 11:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ciranko the Cornac Cultist of Entropy level 17
25th Dusk 122nd year of Ascendancy at 09:42 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ciranko the Cornac Cultist of Entropy level 34
28th Regrowth 123rd year of Ascendancy at 03:30 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ciranko the Cornac Cultist of Entropy level 29
73rd Haze 122nd year of Ascendancy at 01:31 see stats
Log
Ciranko is recovering from the damage!
Rested for 9 turns (stop reason: taken damage).
Ciranko loses 6 health to the entropy.
LIFE LOST WARNING!
Something hits Ciranko for (309 to entropy), 311 arcane (311 total damage).
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Ciranko uses Infusion: Regeneration.
Ciranko starts regenerating health quickly.
Ciranko loses 6 health to the entropy.
Talent Track is ready to use.
Talent Infusion: Wild is ready to use.
Ciranko loses 6 health to the entropy.
Ciranko's void star absorbs the damage from Aether Breach from Ivoriawe the runed bone giant, converting it into entropy!
Ciranko loses 10 health to the entropy.
LIFE LOST WARNING!
Aether Breach from Ivoriawe the runed bone giant hits Ciranko for (370 to entropy), 372 arcane (373 total damage).
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Ciranko's void star absorbs the damage from Something, converting it into entropy!
Something hits Ciranko for (621 to entropy), 625 arcane (625 total damage).
Ciranko the level 39 cornac cultist of entropy was energised to death by Ivoriawe the runed bone giant on level 2 of Vor Armoury.
















































































































































