Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 36 / 83% |
Size | medium |
Lifes / Deaths | Killed by Salotha the Guardian at level 36 on the 10th Pyre 123rd year of Ascendancy at 18:48 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 16 (base 10) |
Magic | 117 (base 60) |
Willpower | 106 (base 60) |
Cunning | 72 (base 30) |
Resources
Life | -167/493 |
Mana | 115/984 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 27 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 42 |
Accuracy | 19 |
Crit Chance | 32% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +20% |
Mind | +15% |
All | 0% |
Lightning | +25% |
Light | +12% |
Temporal | +5% |
Physical | +12% |
Fire | +6% |
Darkness | +3% |
Offense: Damage Penetration
Lightning | +50% |
Light | +35% |
Physical | +40% |
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 31 (44.574340358689%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 51 |
Mental Save | 59 |
Defense: Resistances
Lightning | + 30%( 70%) |
Temporal | + 33%( 70%) |
Blight | + 31%( 70%) |
Physical | + 28%( 70%) |
Darkness | + 45%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 42% |
Silence Resistance | 26% |
Confusion Resistance | 60% |
Stun Resistance | 52% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1470% for 10 turns (122 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 86. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vampire lord fang. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed giant spider spinneret. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed sandworm tooth. * You've found the needed vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Velyma (0 def, 3 armour) Velyma (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes resistances: +4% physical Maximum encumbrance: +35 Physical save: +8 (+3 eff.) Silence immunity: +26% Disarm immunity: +10% Confusion immunity: +32% Stun/Freeze immunity: +22% Stamina each turn: +0.50 Maximum life: +40.00 Maximum stamina: +18.00 A pair of boots made of leather. |
Light source | watchleader's alchemist's lamp of corpselight watchleader's alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +8% darkness Blindness immunity: +24% Confusion immunity: +18% Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Light radius: +8 Infravision radius: +5 See stealth: +10 See invisible: +17 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: 1.0 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 16 blight damage or heals 24 life. Creatures standing in the retch also have 9% 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 | Kindlemistress (0 def, 13 armour) Kindlemistress (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +5 Cun / +2 Con Changes resistances penetration: +10% light Critical mult.: +10.00% Physical save: +15 (+5 eff.) A cap made of leather. |
Tool | Bethatira the elm wand of lightning storm [power 116] (15 cooldown) Bethatira the elm wand of lightning storm [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +3 Cun / +2 Wil Changes damage: +6% mind Equilibrium when hit: +0.16 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (145 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Shaderazor ShaderazorPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 34 * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 6 mind Changes stats: +6 Mag / +14 Wil / +13 Cun Changes damage: +3% darkness / +9% mind Mental save: +16 (+4 eff.) Spellpower: +13 (+3 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Damage (Melee): 19 light Damage (Ranged): 18 light Changes stats: +7 Dex / +4 Mag / +6 Cun Changes damage: +12% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
Around waist | reinforced hardened leather belt of magery reinforced hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Changes stats: +6 Mag / +5 Wil Physical save: +18 (+6 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
In main hand | Arcraider (25-30 power, 5 apr, lightning element) Arcraider (25-30 power, 5 apr, lightning 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. Base power: 25.0 - 30.0 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: Defense: +12 (+3 eff.) Damage when hit (Melee): 6 lightning Changes stats: +9 Mag / +12 Wil / +14 Cun Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +5% fire Changes damage: +25% lightning / +6% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+4 eff.) Spell crit. chance: +13% Damage Shield penetration: +26% Damage Shield Power: +9% Staves designed for wielders of magic, by the greats of the art. |
On hands | Brenarach (0 def, 7 armour) Brenarach (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Mag / +4 Con Changes damage: +7% arcane Critical mult.: +10.00% Physical save: +21 (+7 eff.) Spell save: +17 (+6 eff.) Mental save: +18 (+5 eff.) Disarm immunity: +32% Maximum life: +63.00 Maximum mana: +40.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | timebroken silk robe of Linaniil (0 def, 0 armour) timebroken silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +13% all Changes damage: +13% arcane / +5% temporal Mana each turn: +0.33 Maximum mana: +119.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Ivina the cashmere cloak (2 def, 0 armour) Ivina the cashmere cloak (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +6 Wil Changes resistances: +18% darkness / +10% temporal Changes resistances penetration: +15% physical Changes damage: +12% physical Reduces incoming crit damage: 10.00% Mental save: +7 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +16 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+5 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 94; cd 14)healing infusion (heal 94; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 then cleanse 1 wound, poison, and disease effect. 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. movement infusion (speed 488%; cd 16)movement infusion (speed 488%; cd 16) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 488% 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. 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. regeneration infusion (heal 165; 12 cd)regeneration infusion (heal 165; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 22%; mental; dur 2; cd 13)wild infusion (res 22%; mental; dur 2; cd 13) 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: 13 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 22% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (574.00 temporal damage, removed from time 4 turns) Rune of the Rift (574.00 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 602.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
manasurge rune of the psychic (regen 1550% over 10 turns; mana 78; cd 16) manasurge rune of the psychic (regen 1550% over 10 turns; mana 78; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1550% for 10 turns (129 total) and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 205; cd 16) shatter afflictions rune of the psychic (absorb 205; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 205 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 142; cd 16) shatter afflictions rune of the psychic (absorb 142; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the titan (absorb 78; cd 17)shatter afflictions rune of the titan (absorb 78; 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 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 78 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 228; dur 6; cd 15)shielding rune (absorb 228; dur 6; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 228 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 564; dur 5; cd 18) shielding rune of the psychic (absorb 564; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 564 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 144; dur 4; cd 15) shielding rune of the titan (absorb 144; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 144 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. stormshield rune (threshold 40; blocks 3; dur 4; cd 13)stormshield rune (threshold 40; blocks 3; dur 4; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 3 times. 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. clarifying gold amulet of healingclarifying gold amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% mind Cut immunity: +40% Confusion immunity: +23% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 235 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Islynor' copper amulet 'Islynor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +2 Wil Changes resistances: +12% temporal Mana when firing critical spell: +2.00 Amulets make your neck look great! |
copper amulet 'Urthorab' copper amulet 'Urthorab'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str Changes damage: +9% mind Reduces incoming crit damage: 5.00% Blindness immunity: +11% Psi when hit: +0.20 Light radius: +1 Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Lck Blindness immunity: +21% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! |
steel amulet of dexterity (+3) steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
warrior's copper amulet of constitution (+3) warrior's copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Emelabrevena EmelabrevenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+8 eff.) Armour: +6 Changes stats: +3 Str / +1 Dex / +1 Con Changes resistances: +22% nature / +22% cold Changes damage: +11% nature / +11% cold Physical save: +3 (+1 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Samedan the steel ring Samedan the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +25% acid / +5% arcane / +12% blight Changes damage: +11% acid Disarm immunity: +22% Pinning immunity: +29% Knockback immunity: +23% Maximum life: +21.00 Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Vorona the Strikespawn Vorona the StrikespawnInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 62% Changes resistances: +5% arcane / +12% darkness Changes resistances penetration: +25% lightning Life regen: +11.00 Maximum life: +55.00 Healing mod.: +12% Rings make your fingers look great! |
Xatta the steel ring Xatta the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Damage when hit (Melee): 4 arcane Changes stats: +4 Dex Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Maximum mana: +60.00 Rings make your fingers look great! |
Zanirach the Hellrazor Zanirach the HellrazorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +18% fire Disarm immunity: +44% Confusion immunity: +20% Pinning immunity: +21% Knockback immunity: +25% Maximum life: +42.00 Rings make your fingers look great! |
copper citrine ring copper citrine ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 34 Changes stats: +4 Cun / +5 Wil Changes resistances: +22% nature / +20% cold Changes damage: +10% cold / +11% nature / +3% temporal Mindpower: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
copper ring 'Runoromigen' copper ring 'Runoromigen'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +4 Str Changes resistances: +24% nature Changes damage: +12% nature Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 34 Damage (Melee): 17 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 34 Damage (Ranged): 18 physical Changes stats: +3 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gold ring 'Blazerage' gold ring 'Blazerage'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +24% acid / +9% fire / +3% lightning Changes resistances penetration: +25% lightning Changes damage: +12% acid Maximum encumbrance: +20 Mental save: +8 (+2 eff.) Confusion immunity: +29% Rings make your fingers look great! |
gold ring of speed gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +7 (+2 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
marksman's copper ring of darkness (+20%) marksman's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
savage's gold ring of perseverance savage's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +14 (+5 eff.) Stun/Freeze immunity: +24% Life regen: +5.00 Maximum stamina: +18.00 Rings make your fingers look great! |
savior's gold ring of light (+26%) savior's gold ring of light (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% light Changes damage: +13% light Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +9 (+2 eff.) Rings make your fingers look great! |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+8 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes stats: +5 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring 'Brodyravon' steel ring 'Brodyravon'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Cun / +4 Dex Changes resistances: +12% lightning Changes resistances penetration: +25% mind Equilibrium when hit: +0.08 Rings make your fingers look great! |
steel ring 'Shiverfurnace' steel ring 'Shiverfurnace'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% blight / +15% cold / +3% nature Changes damage: +9% mind Spell save: +8 (+3 eff.) Blindness immunity: +20% Disease immunity: +20% Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
voratun ring 'Offalschism' voratun ring 'Offalschism'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Damage when hit (Melee): 4 nature Changes stats: +4 Wil Changes resistances: +11% blight / +8% nature / +16% arcane Changes damage: +16% arcane Poison immunity: +15% Disease immunity: +30% Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel battleaxe of erosion (32-49 power, 2 apr)slime-covered dwarven-steel battleaxe of erosion (32-49 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 62% Damage (Melee): +19 nature Massive two-handed battleaxes. |
Eilinolrann (18-23 power, 6 apr) Eilinolrann (18-23 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Changes resistances: +21% cold Blindness immunity: +20% Hate when firing a critical mind attack: +3.00 Maximum life: +80.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger (16-21 power, 7 apr)quick dwarven-steel dagger (16-21 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of corruption (38-49 power, 9 apr)voratun dagger of corruption (38-49 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel greatsword of torment (38-61 power, 2 apr)blazebringer's dwarven-steel greatsword of torment (38-61 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +48 fire When wielded/worn: Changes resistances penetration: +19% fire Global speed: +6% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite greatsword of shearing (50-80 power, 3 apr)blazebringer's stralite greatsword of shearing (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +21 fire When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +12 Changes resistances penetration: +26% fire / +10% all Global speed: +6% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of crippling (52-83 power, 3 apr)quick stralite greatsword of crippling (52-83 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +17 (+9 eff.) Physical crit. chance: +10.0% Changes stats: +2 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Cyreta (21-29 power, 4 apr)Cyreta (21-29 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +11 fire When wielded/worn: Changes stats: +5 Wil / +6 Mag Changes resistances penetration: +15% arcane Changes damage: +12% arcane Equilibrium when hit: +0.20 Spell crit. chance: +3% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Dimmalice the dwarven-steel mace (40-56 power, 4 apr)Dimmalice the dwarven-steel mace (40-56 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +26 (+13 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes resistances: +6% darkness / +15% temporal Changes resistances penetration: +10% darkness / +6% physical Disarm immunity: +30% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite mace of massacre (41-57 power, 5 apr)balanced stralite mace of massacre (41-57 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +11 (+3 eff.) Disarm immunity: +37% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Branyruivor (13-14 power, 32 apr, nature damage) Branyruivor (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Changes stats: +4 Cun Changes resistances: +13% lightning / +14% fire / +23% cold Changes damage: +9% lightning / +11% fire / +6% blight / +8% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection +0.20 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Pinning immunity: +20% Life regen: +4.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Delivor the pulsing mindstar (14-16 power, 32 apr, nature damage) Delivor the pulsing mindstar (14-16 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 14.5 - 16.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+8 eff.) Damage (Melee): 12 physical Changes stats: +5 Cun / +1 Con Changes resistances: +4% nature / +10% physical Changes resistances penetration: +8% nature / +12% physical Changes damage: +4% nature / +15% physical Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Critical mult.: +26.00% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Stormrune (2-3 power, 12 apr, nature damage) Stormrune (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% fire Changes resistances penetration: +15% lightning Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of gales (4-5 power, 18 apr, nature damage)horrifying vined mindstar of gales (4-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +14 (+3 eff.) Damage (Melee): 7 mind / 3 darkness Changes damage: +6% lightning / +7% physical / +3% darkness / +7% cold / +3% mind Talent granted: +1 Attune Mindstar Pinning immunity: +24% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shiverfear the cured leather sling Shiverfear the cured leather slingRequires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +11 nature Damage (radius 2) on crit: +16 acid / +15 nature When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 6 cold Changes stats: +4 Str / +5 Dex / +7 Mag / +8 Wil / +4 Cun / +5 Con Changes resistances penetration: +10% acid / +14% nature Light radius: +1 See invisible: +6 Slings are used to hurl stones or metal shots at your foes. |
Chalyleg (20-24 power, 4 apr, lightning element) Chalyleg (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +4 Con Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +13.00% Life regen: +0.70 Mana each turn: +0.08 Maximum vim: +10.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +16% Light radius: +2 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 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 7 that illuminates the area and deals 177.30 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. |
Glimmerfist the yew starstaff (20-24 power, 4 apr, light element) Glimmerfist the yew starstaff (20-24 power, 4 apr, light element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% light Changes damage: +6% blight / +20% light / +6% arcane / +15% mind Talent granted: +1 Command Staff Maximum mana: +40.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Plague-Fire Sceptre (24-29 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+5 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
This item will automatically be transmogrified when you leave the level. Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+4 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Yaroreruisus the Rootroar (15-18 power, 3 apr, lightning element) Yaroreruisus the Rootroar (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +7 Dex / +3 Mag / +5 Wil Changes resistances: +6% nature Changes damage: +15% lightning / +6% cold Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff 'Cinderpunish' (15-18 power, 3 apr, darkness element)ash starstaff 'Cinderpunish' (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 4 mind / 10 fire Changes resistances penetration: +15% fire Changes damage: +15% darkness / +21% mind Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal elven-wood magestaff of channeling (25-30 power, 5 apr, fire element)ethereal elven-wood magestaff of channeling (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 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: Defense: +10 (+2 eff.) Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.47 Spellpower: +29 (+6 eff.) Spell crit. chance: +4% Damage Shield penetration: +17% Damage Shield Power: +9% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal elven-wood vilestaff of the prodigy (25-30 power, 5 apr, darkness element)ethereal elven-wood vilestaff of the prodigy (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 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: Defense: +17 (+4 eff.) Changes stats: +10 Mag / +9 Wil / +11 Cun Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Damage Shield penetration: +18% Damage Shield Power: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. imbued ash magestaff of channeling (15-18 power, 3 apr, cold element)imbued ash magestaff of channeling (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.18 Spellpower: +16 (+3 eff.) Spell crit. chance: +2% Talent on hit(spell): Drain (10% chance level 2). It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal element)lifebinding elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 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: Armour: +7 Defense: +10 (+2 eff.) Changes stats: +4 Con Maximum wards: +3 temporal Changes damage: +25% temporal Talents granted: +1 Ward +1 Command Staff Life regen: +0.90 Spellpower: +18 (+4 eff.) Spell crit. chance: +4% Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff 'Icepanic' (20-24 power, 4 apr, darkness element)yew vilestaff 'Icepanic' (20-24 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. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Damage when hit (Melee): 6 cold Changes resistances: +12% lightning / +9% cold Changes damage: +15% fire / +20% darkness / +9% cold Talent granted: +1 Command Staff Mana each turn: +0.25 Maximum mana: +60.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. stormbringer's dwarven-steel steamsaw of torment (20-29 power, 0 apr)stormbringer's dwarven-steel steamsaw of torment (20-29 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +52 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +14 lightning / +5 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances penetration: +11% lightning / +15% cold Talent granted: +2 Block Movement speed: +32% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. truestriking stralite steamsaw of crippling (33-50 power, 0 apr)truestriking stralite steamsaw of crippling (33-50 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.0 - 49.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +76 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +11 Physical crit. chance: +9.0% Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances penetration: +9% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Halarand the Demonwild (12-18 power, 3 apr)Halarand the Demonwild (12-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 27% When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +9 Changes resistances penetration: +15% temporal / +8% physical Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of massacre (30-42 power, 4 apr)flaming dwarven-steel waraxe of massacre (30-42 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel waraxe of shearing (20-28 power, 4 apr)hateful dwarven-steel waraxe of shearing (20-28 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +12% Living When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Changes resistances penetration: +8% all One-handed war axes. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Vorilewen the hardened leather belt Vorilewen the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Mag / +3 Wil Changes resistances: +14% lightning / +8% temporal Infravision radius: +3 See invisible: +6 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of carryinginsulating hardened leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +8% fire / +9% cold Maximum encumbrance: +34 A belt that goes around your waist. |
rough leather belt 'Gethad' rough leather belt 'Gethad'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag / +2 Cun Changes resistances: +6% acid Changes damage: +3% mind Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
rough leather belt 'Samokalthorach' rough leather belt 'Samokalthorach'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances penetration: +10% arcane Critical mult.: +5.00% Stealth bonus: +6 Maximum mana: +60.00 Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of Iron Throne (1 def, 0 armour) spellcowled linen cloak of Iron Throne (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Mag / +2 Wil / +2 Con Spell save: +6 (+2 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of fog (7 def, 8 armour)thick cashmere cloak of fog (7 def, 8 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Changes resistances: +16% fire / +15% light / +19% cold Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelahir the Glitterwither (0 def, 0 armour) Khelahir the Glitterwither (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +13% acid / +16% physical / +31% light / +11% fire / +14% cold / +5% arcane / +15% all Changes damage: +10% acid / +18% physical / +21% light / +15% cold / +16% fire / +11% all Talent cooldown: Refit Golem (-4 turns) Teleport immunity: +20% Spellpower: +20 (+4 eff.) Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. dreamer's silk robe of power (0 def, 0 armour)dreamer's silk robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% darkness / +14% mind / +13% all Changes damage: +8% all Physical save: +17 (+6 eff.) Spell save: +13 (+5 eff.) Mental save: +34 (+9 eff.) Spellpower: +14 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering silk robe of Angolwen (0 def, 0 armour)shimmering silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +13% all Changes damage: +13% arcane Silence immunity: +29% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +10.00 Spellpower: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering silk robe of corrosion (+39%) (0 def, 0 armour)shimmering silk robe of corrosion (+39%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +39% acid / +13% all Changes damage: +26% acid / +22% arcane Maximum mana: +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe (0 def, 0 armour)stargazer's silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% all Changes damage: +5% light / +6% darkness Spellpower: +7 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of life (0 def, 0 armour)verdant silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +11% blight / +13% all Changes damage: +5% nature Poison immunity: +23% Disease immunity: +32% Life regen: +3.30 Maximum life: +60.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Berydar the pair of hardened leather boots (0 def, 3 armour) Berydar the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +2 Dex / +3 Con Maximum encumbrance: +28 Physical save: +8 (+3 eff.) Spell save: +6 (+2 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 Mental crit. chance: +1% Light radius: +1 A pair of boots made of leather. |
Galeminister (0 def, 3 armour) Galeminister (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +7 Wil / +4 Cun Changes resistances: +8% fire / +8% cold Changes resistances penetration: +25% lightning Changes damage: +18% temporal Physical save: +11 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Lustreknave (0 def, 3 armour) Lustreknave (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Damage when hit (Melee): 10 light Changes stats: +2 Mag Changes resistances: +6% blight / +7% fire / +7% cold Maximum encumbrance: +25 Physical save: +9 (+3 eff.) Lowers spell cool-downs by: 10% Light radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blightbringer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)blightbringer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Mag Changes damage: +7% acid / +7% blight Disease immunity: +20% Stamina each turn: +0.30 Maximum stamina: +18.00 Spellpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. fleetfooted pair of dwarven-steel boots of tirelessness (13 def, 4 armour)fleetfooted pair of dwarven-steel boots of tirelessness (13 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+3 eff.) Fatigue: +3% Changes stats: +2 Dex Stamina each turn: +0.50 Maximum stamina: +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots of tirelessness (0 def, 5 armour)miner's pair of hardened leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Stamina each turn: +0.60 Maximum stamina: +23.00 Infravision radius: +2 A pair of boots made of leather. |
pair of dwarven-steel boots of massiveness (0 def, 4 armour) pair of dwarven-steel boots of massiveness (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: +3% Changes stats: +3 Str / +5 Con Changes damage: +7% physical 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. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of massiveness (0 def, 4 armour)pair of dwarven-steel boots of massiveness (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: +3% Changes stats: +5 Str / +5 Con Changes damage: +6% physical 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. |
pair of hardened leather boots 'Salyda' (0 def, 7 armour) pair of hardened leather boots 'Salyda' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +3 Wil Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Mindpower: +10 (+3 eff.) Infravision radius: +1 See invisible: +6 A pair of boots made of leather. |
Aerykan the hardened leather gloves (0 def, 2 armour) Aerykan the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+8 eff.) Armour: +2 Damage (Melee): 8 light Changes stats: +3 Str / +7 Dex / +2 Wil / +3 Cun Changes resistances: +5% light / +5% arcane Changes damage: +6% light Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) Mindpower: +25 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Brightshear the hardened leather gloves (0 def, 2 armour)Brightshear the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 62% Damage (Melee): 10 nature Damage when hit (Melee): 6 light Changes resistances: +15% acid / +9% fire / +8% nature Changes damage: +6% nature / +24% light 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. |
Nerogayassra the Wretchcrypt (0 def, 2 armour) Nerogayassra the Wretchcrypt (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 fire Changes resistances: +7% fire Changes resistances penetration: +15% blight Changes damage: +12% blight / +8% fire / +3% mind / +9% nature Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +30% 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. |
This item will automatically be transmogrified when you leave the level. Ruthless Grip (0 def, 5 armour)Ruthless Grip (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 24.15 mind and 21.63 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 23% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 23. Terrified: Deals 5.75 mind and 5.15 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 9.32 mind and 8.35 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+2 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
hardened leather gloves 'Airfist' (0 def, 2 armour) hardened leather gloves 'Airfist' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+9 eff.) Physical power: +5 (+5 eff.) Armour: +2 Changes resistances: +6% mind Changes resistances penetration: +15% lightning Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Poison immunity: +20% Disarm immunity: +34% Teleport immunity: +10% 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. |
This item will automatically be transmogrified when you leave the level. heroic drakeskin leather gloves of regeneration (0 def, 6 armour)heroic drakeskin leather gloves of regeneration (0 def, 6 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +6 Mental save: +10 (+3 eff.) Life regen: +1.50 Stamina each turn: +0.80 Psi each turn: +0.26 Maximum life: +57.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming rough leather gloves of spellstriking (0 def, 1 armour) spellstreaming rough leather gloves of spellstriking (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +3 Mag / +4 Wil Changes resistances: +3% arcane Changes damage: +4% arcane Mana each turn: +0.12 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% 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. |
stone warden's hardened leather gloves of sorrow (0 def, 10 armour) stone warden's hardened leather gloves of sorrow (0 def, 10 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +7% Effects on melee hit: * 19% chance to reduce all saves and defense by 34 Damage (Melee): 18 mind / 15 darkness Changes stats: +5 Con Changes resistances: +5% physical Mental save: -11 (-4 eff.) Mindpower: +4 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrubreda (0 def, 3 armour) Cyrubreda (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +15 (+11 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +8 Con Changes resistances: +8% acid / +1% physical / +8% cold / +7% fire / +9% lightning A cap made of leather. |
Daysin the iron helm (0 def, 3 armour) Daysin the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str Changes resistances: +6% blight / +6% cold / +6% light Changes resistances penetration: +10% acid It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 20.5 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Lightrain (0 def, 1 armour) Lightrain (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Dex / +5 Con Spell save: +3 (+1 eff.) Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 20.5 Physical damage. If the attack hits, the target is confused (29% effect) for 5 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. |
This item will automatically be transmogrified when you leave the level. Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tundraire the rough leather cap (10 def, 1 armour) Tundraire the rough leather cap (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Defense: +10 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 2 physical / 4 cold Changes stats: +2 Dex / +3 Cun / +1 Con Changes resistances: +9% cold Stamina each turn: +1.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour)cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. voratun helm 'Shimmervagrant' (6 def, 12 armour)voratun helm 'Shimmervagrant' (6 def, 12 armour) Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+1 eff.) Fatigue: +5% Changes resistances: +10% acid / +13% lightning / +7% cold / +8% blight / +26% fire / +13% nature / +5% all Changes resistances penetration: +25% lightning Changes damage: +12% lightning Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of implacability (4 def, 16 armour)stralite mail armour of implacability (4 def, 16 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +6% Physical save: +9 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of the deep (4 def, 11 armour)stralite mail armour of the deep (4 def, 11 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +9% acid / +9% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Leladonik (31 def, 4 armour)Leladonik (31 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +31 (+8 eff.) Fatigue: +7% Changes stats: +3 Str / +6 Wil / +6 Cun Changes resistances: +21% acid Critical mult.: +20.00% See invisible: +15 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Duskscar' (16 def, 8 armour)cured leather armour 'Duskscar' (16 def, 8 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +10 (+8 eff.) Armour: +8 Defense: +16 (+4 eff.) Fatigue: +7% Changes stats: +3 Str Changes resistances: +19% lightning / +12% blight Changes damage: +6% darkness Teleport immunity: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic reinforced leather armour (12 def, 16 armour)volcanic reinforced leather armour (12 def, 16 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 8 fire Changes resistances: +11% fire / +15% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Tarryregorig (0 def, 13 armour)Tarryregorig (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 12 acid / 15 fire Damage when hit (Melee): 12 acid / 14 fire / 10 mind Changes stats: +5 Str / +4 Con Changes resistances: +39% acid / +17% fire Changes damage: +21% acid Maximum life: +44.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel plate armour of spell shielding (0 def, 20 armour)impenetrable dwarven-steel plate armour of spell shielding (0 def, 20 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Fatigue: +22% Changes resistances: +7% arcane Spell save: +16 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing dwarven-steel plate armour of acid resistance (0 def, 11 armour)searing dwarven-steel plate armour of acid resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 8 fire Changes resistances: +36% acid / +17% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Glereth the stralite shield (0 def, 13 armour, 221.5 block)Glereth the stralite shield (0 def, 13 armour, 221.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +18 (+9 eff.) Armour: +13 Fatigue: +8% Changes stats: +7 Str / +10 Dex Changes resistances: +8% acid / +9% fire / +21% lightning / +7% cold Changes damage: +6% arcane Talent granted: +1 Block Physical save: +3 (+1 eff.) Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
448 alchemist agate 448 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. |
4 onyx 4 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. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Saloyassra (dig speed 30 turns) Saloyassra (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +5 (+5 eff.) Defense: +10 (+2 eff.) Changes stats: +1 Str / +1 Cun / +4 Con Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Silyrimira' (dig speed 30 turns) dwarven-steel pickaxe 'Silyrimira' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Cun / +5 Str Changes resistances: +5% arcane / +3% fire Changes damage: +9% mind Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Bokudig the Thunderwilter Bokudig the ThunderwilterInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +5% blight Changes damage: +9% lightning / +12% cold / +6% mind / +3% blight Spell save: +3 (+1 eff.) Mana each turn: +0.04 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 54.39 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. chilling pouch of steel shots of amnesia (17/17, 22-26 power, 2 apr)chilling pouch of steel shots of amnesia (17/17, 22-26 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Ranged): +10 cold Shots are used with slings to pummel your foes to death. |
Saleseramina the Squalorhack [power 25] (25 cooldown) Saleseramina the Squalorhack [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 62% Changes resistances: +3% cold Reduces incoming crit damage: 15.00% Mental save: +12 (+3 eff.) Stun/Freeze immunity: +10% Life regen: +4.00 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belemavon the ash totem of thorny skin [power 31] (20 cooldown) Belemavon the ash totem of thorny skin [power 31] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +14 Changes stats: +3 Cun / +8 Wil Changes resistances penetration: +10% mind Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +5.00 It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Leluromisus the Hellparry [power 230] (15 cooldown) Leluromisus the Hellparry [power 230] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +6% fire Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 49. * Increase all damage penetration by 13% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Radhudas the Unlightfame [power 17] (20 cooldown) Radhudas the Unlightfame [power 17] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +12% darkness Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+6 eff.) It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
quartz 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. |
6 ametrine 6 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. |
13 citrine 13 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 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By ass the Shalore Archmage level 34
68th Regrowth 123rd year of Ascendancy at 03:48 see stats
By ass the Shalore Archmage level 30
6th Decay 122nd year of Ascendancy at 23:37 see stats
By ass the Shalore Archmage level 16
8th Dusk 122nd year of Ascendancy at 10:24 see stats
By ass the Shalore Archmage level 34
60th Regrowth 123rd year of Ascendancy at 16:52 see stats
By ass the Shalore Archmage level 29
58th Haze 122nd year of Ascendancy at 09:11 see stats
By ass the Shalore Archmage level 23
71st Dusk 122nd year of Ascendancy at 22:18 see stats
By ass the Shalore Archmage level 31
41st Regrowth 123rd year of Ascendancy at 19:41 see stats
By ass the Shalore Archmage level 35
80th Regrowth 123rd year of Ascendancy at 23:34 see stats
By ass the Shalore Archmage level 10
5th Mirth 122nd year of Ascendancy at 14:14 see stats
By ass the Shalore Archmage level 20
44th Dusk 122nd year of Ascendancy at 21:05 see stats
By ass the Shalore Archmage level 30
59th Haze 122nd year of Ascendancy at 00:33 see stats
By ass the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 22:15 see stats
By ass the Shalore Archmage level 25
25th Haze 122nd year of Ascendancy at 02:03 see stats
By ass the Shalore Archmage level 17
27th Dusk 122nd year of Ascendancy at 06:47 see stats
By ass the Shalore Archmage level 14
6th Flare 122nd year of Ascendancy at 06:09 see stats
By ass the Shalore Archmage level 9
5th Mirth 122nd year of Ascendancy at 01:50 see stats
By ass the Shalore Archmage level 27
51st Haze 122nd year of Ascendancy at 03:56 see stats
By ass the Shalore Archmage level 26
32nd Haze 122nd year of Ascendancy at 06:39 see stats
By ass the Shalore Archmage level 18
27th Dusk 122nd year of Ascendancy at 16:00 see stats
Log
Ass is on fire!
Ass vanishes from sight.
Ass deactivates Secrets of the Eternals.
Salotha the Guardian misses ass.
Salotha the Guardian performs a melee critical strike against ass!
Salotha the Guardian misses ass.
Salotha the Guardian casts Lightning.
Salotha the Guardian casts Curse of Impotence.
Salotha the Guardian hits ass for (171 absorbed), 0 physical, (70 absorbed), 0 darkness, (87 absorbed), (160 absorbed), 0 fire, (99 absorbed), 0 arcane, (164 absorbed), 0 physical, (74 absorbed), 0 darkness, (104 absorbed), 0 arcane, (108 absorbed), 0 physical, (78 absorbed), 0 darkness, (47 absorbed), 0 physical, (78 absorbed), 0 darkness, (248 absorbed), (216 mana), 0 lightning (0 total damage).
Melee retaliation hits Salotha the Guardian for 6 lightning, 10 mind, 6 lightning, 10 mind, 6 lightning, 10 mind, 6 lightning, 10 mind (63 total damage).
Ass deactivates Disruption Shield.
Ass's disruption shield collapses and then explodes in a powerful manastorm!
Ass's spell attains critical power!
Ass casts Mirror Image.
Mirror Image (ass) uses Taunt.
Salotha the Guardian's Body of Fire hits ass for (450 absorbed), (450 mana), 0 fire (0 total damage).
Thunderstorm hits Salotha the Guardian for 11 lightning damage.
Phantasmal Shield hits Salotha the Guardian for 54 light damage.
Phantasmal Shield hits Mirror Image (ass) for 0 light damage.
Burning from Salotha the Guardian hits ass for 91 fire damage.
Salotha the Guardian casts Fire Storm.
Salotha the Guardian's spell attains critical power!
Salotha the Guardian receives 73 healing from Temporal Restoration Field.
Ass's arcane area effect hits Salotha the Guardian for 254 arcane damage.
Ass's arcane area effect hits Mirror Image (ass) for 0 arcane damage.
Salotha the Guardian's firestorm hits ass for 568 fire damage.
ass the level 36 shalore archmage was slowly cooked to death by Salotha the Guardian on level 3 of Dreadfell.
The furious lightning storm around ass calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.