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 | 30 / 52% |
Size | medium |
Lifes / Deaths | Killed by Mayovena the storm drake at level 30 on the 16th Regrowth 123rd year of Ascendancy at 00:56 / 2Killed by Emelamina the multi-hued drake hatchling at level 30 on the 16th Regrowth 123rd year of Ascendancy at 13:10 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 25 (base 10) |
Magic | 94 (base 60) |
Willpower | 87 (base 60) |
Cunning | 14 (base 12) |
Resources
Life | -7/368 |
Mana | 88/788 |
Healing Factor | 1.1245178243369 |
Regeneration | 0.28112945608423 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 35 |
Accuracy | 5 |
Crit Chance | 10% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +26% |
Arcane | +36% |
Cold | +6% |
All | 0% |
Darkness | +14% |
Temporal | +8% |
Lightning | +38% |
Mind | +24% |
Fire | +21% |
Nature | +33% |
Offense: Damage Penetration
Blight | +70% |
Arcane | +35% |
Mind | +35% |
All | +25% |
Darkness | +35% |
Temporal | +40% |
Physical | +32% |
Lightning | +60% |
Nature | +50% |
Defense: Base
Armour (hardiness) | 18 (74.574340358689%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 44 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 48%( 70%) |
Light | + 34%( 70%) |
Temporal | + 37%( 70%) |
Blight | + 26%( 70%) |
Physical | + 26%( 70%) |
Nature | + 51%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 28% |
Confusion Resistance | 25% |
Instadeath Resistance | 100% |
Stun Resistance | 55% |
Poison Resistance | 14% |
Blind Resistance | 28% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 129 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: 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 1287% for 10 turns (64 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 3 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 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 / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
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 |
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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)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 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 85. | 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 pouch of luminous horror dust. * You've found the needed snow giant kidney. * You've found the needed vial of greater demon bile. 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 length of troll intestine. * You've found the needed sandworm tooth. * You've found the needed ritch stinger. 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: * You've found the needed ice ant stinger. * You've found the needed storm wyrm claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of hardened leather boots of strife (0 def, 3 armour) undeterred pair of hardened leather boots of strife (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Con / +4 Wil Changes resistances penetration: +7% physical Silence immunity: +28% Confusion immunity: +25% Stun/Freeze immunity: +25% Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +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 54.10 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. |
On head | Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 2 blight / 10 vim draining blight / 4 darkness Changes stats: +8 Wil / +10 Mag Changes resistances penetration: +25% blight Changes damage: +26% blight / +21% arcane Maximum vim: +25.00 Spell crit. chance: +5% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 13% and all saves by 22, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | Voraseda the ash wand of shielding [power 194] (20 cooldown) Voraseda the ash wand of shielding [power 194] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +20% blight Maximum mana: +100.00 Spell crit. chance: +8% It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper citrine ring copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +5 Str / +4 Con Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% nature / +8% blight Poison immunity: +14% Disease immunity: +18% Stun/Freeze immunity: +30% Rings make your fingers look great! |
Around waist | Bethidhessra the Offalglean Bethidhessra the OffalgleanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +3 Con Changes resistances penetration: +15% lightning / +25% nature Changes damage: +6% lightning / +18% nature / +6% darkness Mental save: +8 (+4 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
In main hand | Flareterror (20-24 power, 4 apr, lightning element) Flareterror (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 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: Changes resistances: +7% darkness / +8% temporal Changes resistances penetration: +10% arcane Changes damage: +20% lightning / +15% fire / +9% arcane Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Defense after a teleport: +11 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% Talent on hit(spell): Moonlight Ray (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | 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 (+4 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 (+5 eff.) Spell save: +10 (+3 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. |
Cloak | Loredur the Thundernigh (1 def, 0 armour) Loredur the Thundernigh (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil / +1 Cun Changes resistances penetration: +20% lightning Changes damage: +6% lightning Critical mult.: +5.00% Mindpower: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Alogorn the stralite amulet Alogorn the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% temporal / +9% physical / +18% light / +21% darkness Changes resistances penetration: +10% mind / +5% temporal Changes damage: +9% mind Blindness immunity: +28% Stamina each turn: +0.70 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Inventory
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. |
blink rune (range 4; phase 11; cd 14) blink rune (range 4; phase 11; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 409; dur 4; cd 15) shielding rune of the wizard (absorb 409; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 409 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Beygrim the copper amulet Beygrim the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes resistances: +6% blight / +1% physical / +3% temporal Cut immunity: +50% Maximum life: +40.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Duathelreaper DuathelreaperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 cold Changes stats: +5 Dex Changes resistances: +12% cold Changes resistances penetration: +10% darkness Changes damage: +15% darkness Amulets make your neck look great! |
Duvafang the Obsidianspike Duvafang the ObsidianspikeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +12% mind / +6% nature / +6% darkness Blindness immunity: +10% Disease immunity: +10% Confusion immunity: +21% Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +20% Amulets make your neck look great! |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
insulating steel amulet of dexterity (+3) insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
Salyrin SalyrinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Wil / +3 Con Changes resistances: +12% lightning Physical save: +6 (+3 eff.) Maximum psi: +20.00 See invisible: +12 Rings make your fingers look great! |
Viperreeve ViperreeveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 6 nature Changes stats: +4 Cun Changes resistances: +6% acid / +6% darkness / +9% blight / +6% cold / +5% arcane Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+9 eff.) Armour penetration: +9 Physical power: +6 (+4 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 6 lightning Changes stats: +4 Cun / +4 Mag Changes resistances penetration: +5% lightning Changes damage: +21% lightning / +5% all Spellpower: +18 (+6 eff.) Mindpower: +8 (+3 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
pixie's copper ring of misery pixie's copper ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 32 Damage (Melee): 6 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 32 Damage (Ranged): 11 physical Changes stats: +5 Cun / +3 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +6 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
psionicist's gold ring psionicist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's gold ring of perseverance psionicist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +4.00 Rings make your fingers look great! |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of tenacity wizard's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +25.00 Rings make your fingers look great! |
dwarven-steel dagger 'Arthytar' (18-23 power, 9 apr) dwarven-steel dagger 'Arthytar' (18-23 power, 9 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 32 Damage (Melee): +9 nature Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +8 (+3 eff.) Changes stats: +6 Str / +4 Dex / +6 Mag / +5 Wil / +7 Cun / +6 Con Disarm immunity: +28% Only die when reaching: -60.00 life Sharp, short and deadly. |
enhanced dwarven-steel dagger of rage (18-24 power, 7 apr) enhanced dwarven-steel dagger of rage (18-24 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 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: +10 (+10 eff.) Changes stats: +6 Str / +4 Dex / +6 Mag / +5 Wil / +5 Cun / +9 Con Changes damage: +7% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatmaul (39-58 power, 2 apr)acidic dwarven-steel greatmaul (39-58 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul 'Satyrwinnow' (28-41 power, 2 apr)steel greatmaul 'Satyrwinnow' (28-41 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +8 nature / +13 fire Damage (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +5% arcane Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Gleamwarden the steel longsword (14-20 power, 3 apr)Gleamwarden the steel longsword (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 blight Damage (radius 1) on hit: +9 fire Damage (radius 2) on crit: +12 mind When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +12% light Changes resistances penetration: +20% light Changes damage: +18% mind / +6% blight Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword 'Ebonywreath' (24-34 power, 4 apr)dwarven-steel longsword 'Ebonywreath' (24-34 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 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 (Melee): +10 darkness Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +15% acid / +9% fire / +9% cold Changes damage: +9% darkness Poison immunity: +20% Maximum life: +60.00 Healing mod.: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. quick steel mace (14-20 power, 3 apr)quick steel mace (14-20 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+11 eff.) Changes stats: +2 Dex Combat speed: +10% Blunt and deadly. |
Belarialaith (2-2 power, 12 apr, mind damage) Belarialaith (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 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: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +8 acid When wielded/worn: Changes stats: +2 Dex / +3 Mag Changes damage: +6% lightning / +9% temporal / +6% fire / +5% cold / +3% acid Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Isysessra the vined mindstar (6-6 power, 18 apr, nature damage)Isysessra the vined mindstar (6-6 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: 5.5 - 6.1 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% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage (Melee): 7 mind / 7 darkness Changes stats: +9 Cun Changes damage: +4% mind / +5% darkness Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Xanuvena the vined mindstar (4-4 power, 18 apr, nature damage)Xanuvena the vined mindstar (4-4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 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% On weapon hit: * 20% chance to reduce all saves and defense by 32 Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes resistances: +3% blight Changes resistances penetration: +25% blight Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +25.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar (8-9 power, 24 apr, nature damage)creative thorny mindstar (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying mossy mindstar of storms (2-3 power, 12 apr, mind damage) horrifying mossy mindstar of storms (2-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning / 4 mind / 4 darkness Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +4% lightning Changes damage: +4% lightning / +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. cured leather sling 'Blindviper'cured leather sling 'Blindviper' Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +8 arcane When wielded/worn: Ammo reloads per turn: +2 Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +7 Dex / +5 Mag / +6 Wil / +7 Cun / +10 Con Changes resistances penetration: +25% darkness Changes damage: +3% darkness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. hardened leather sling of dampeninghardened leather sling of dampening Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes resistances: +10% acid / +8% lightning / +9% cold / +10% fire / +4% all Spell save: +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Hailmire the yew vilestaff (20-24 power, 4 apr, blight element)Hailmire the yew vilestaff (20-24 power, 4 apr, blight 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 all saves and defense by 32 Changes resistances: +12% mind / +10% blight Changes resistances penetration: +20% temporal / +20% cold Changes damage: +20% blight / +6% cold / +6% mind / +12% temporal Talent granted: +1 Command Staff Spellpower: +9 (+3 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. Penitence (15-18 power, 4 apr, fire element)Penitence (15-18 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Yaruchik the ash starstaff (18-22 power, 3 apr, lightning element) Yaruchik the ash starstaff (18-22 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 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: Physical crit. chance: +7.0% Damage (Melee): 21 arcane Changes stats: +1 Mag Changes damage: +9% acid / +18% lightning Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +54.00 Spellpower: +13 (+5 eff.) Spell crit. chance: +2% Light radius: +2 See invisible: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal ash starstaff (15-18 power, 3 apr, darkness element)ethereal ash starstaff (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: Defense: +10 (+4 eff.) Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +10 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. |
Emelukira EmelukiraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% physical Only die when reaching: -20.00 life Mental crit. chance: +1% A belt that goes around your waist. |
Hazewolf the rough leather belt Hazewolf the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% cold Changes damage: +9% blight Mental save: +5 (+3 eff.) Maximum vim: +20.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Momarab the hardened leather beltMomarab the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight / 2 temporal Changes resistances: +15% blight Changes resistances penetration: +15% temporal Spell save: +9 (+3 eff.) Vim when firing critical spell: +2.00 Maximum life: +46.00 Spell crit. chance: +1% A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Dazzleidol (6 def, 0 armour) Dazzleidol (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +6 (+2 eff.) Changes stats: +1 Wil / +4 Con Changes resistances: +3% light Changes damage: +12% light Critical mult.: +5.00% Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Galamas the linen cloak (1 def, 0 armour) Galamas the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Physical power: +5 (+3 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Str / +2 Con Changes damage: +3% arcane Spell save: +6 (+2 eff.) Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nuregostir the Hellstrail (27 def, 2 armour) Nuregostir the Hellstrail (27 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +27 (+9 eff.) Changes resistances: +3% fire Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Salille' (27 def, 0 armour) cashmere cloak 'Salille' (27 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +27 (+9 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Str / +5 Mag / +4 Wil / +3 Cun Reduces incoming crit damage: 15.00% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of conjuring (1 def, 0 armour) linen cloak of conjuring (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances penetration: +5% arcane Changes damage: +6% arcane Critical mult.: +11.00% Maximum mana: +24.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgenarivon the woollen robe (0 def, 0 armour) Relgenarivon the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Changes resistances: +17% blight / +19% lightning / +9% all Changes resistances penetration: +15% arcane Changes damage: +12% blight / +9% mind / +13% lightning Life regen: +2.40 Maximum life: +44.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of power (0 def, 0 armour)cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +10% all Spellpower: +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken linen robe of blight (+10%) (0 def, 0 armour) timebroken linen robe of blight (+10%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +10% blight / +7% all Changes damage: +10% blight / +8% temporal / +8% arcane Maximum mana: +21.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Broderoblek (15 def, 9 armour) Broderoblek (15 def, 9 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Defense: +15 (+5 eff.) Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +3% mind Pinning immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Greenpulverizer the pair of rough leather boots (0 def, 1 armour) Greenpulverizer the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Dex / +1 Cun / +3 Con / +6 Lck Changes resistances: +6% nature Changes resistances penetration: +15% nature Reduces incoming crit damage: 10.00% Stealth bonus: +5 A pair of boots made of leather. |
Nerebretta (0 def, 3 armour) Nerebretta (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +3 Damage when hit (Melee): 8 physical Changes stats: +2 Str / +5 Dex / +3 Wil / +8 Lck Changes damage: +6% physical Stealth bonus: +10 Maximum stamina: +20.00 A pair of boots made of leather. |
Nightswift the pair of rough leather boots (0 def, 1 armour) Nightswift the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Damage when hit (Melee): 2 darkness Changes stats: +2 Wil / +3 Cun / +5 Con Changes resistances: +6% nature Changes resistances penetration: +5% darkness Changes damage: +3% darkness Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+3 eff.) Teleport immunity: +10% A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +24% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 69.01 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 112.97 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour) dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 4 arcane Changes stats: +4 Mag / +3 Wil Changes resistances: +4% arcane Changes damage: +4% arcane Spellpower: +4 (+2 eff.) 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. |
heroic hardened leather gloves of spellstriking (0 def, 6 armour) heroic hardened leather gloves of spellstriking (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 9 arcane Changes stats: +5 Mag / +4 Wil Changes resistances: +5% arcane Changes damage: +4% arcane Mental save: +9 (+5 eff.) Maximum life: +49.00 Spellpower: +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour) naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +3 Dex Changes resistances: +5% nature Changes damage: +4% nature 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. |
Airimmortal the rough leather cap (0 def, 1 armour) Airimmortal the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +6 Mag / +2 Wil Changes resistances: +3% lightning / +5% cold Changes damage: +9% acid Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Arcmaster (6 def, 9 armour)Arcmaster (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +5% all Changes resistances penetration: +25% lightning / +25% mind / +25% blight Changes damage: +24% lightning Physical save: +8 (+4 eff.) A cap made of leather. |
Glitterripper (20 def, 4 armour) Glitterripper (20 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+7 eff.) Fatigue: +4% Changes stats: +1 Cun / +5 Con Changes resistances: +12% fire / +6% light / +7% cold See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Cindersmash' (0 def, 8 armour) drakeskin leather cap 'Cindersmash' (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 6 mind Changes stats: +9 Str / +8 Dex Changes resistances: +3% fire / +19% darkness / +3% mind Changes damage: +6% mind Infravision radius: +9 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 38.6 Physical damage. If the attack hits, the target is confused (26% 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. |
linen wizard hat 'Eilinona' (1 def, 0 armour) linen wizard hat 'Eilinona' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% lightning / +3% temporal / +3% light / +3% acid Changes damage: +11% lightning Mental save: +12 (+6 eff.) Teleport immunity: +10% Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Neratha (9 def, 6 armour)Neratha (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 36% Changes resistances: +23% lightning / +15% acid Changes resistances penetration: +10% mind Mental save: +15 (+8 eff.) Maximum psi: +30.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Pyreradiance (9 def, 6 armour)Pyreradiance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 8 acid / 8 fire / 8 nature Changes resistances: +7% physical Changes resistances penetration: +5% acid / +10% fire Changes damage: +6% acid / +12% fire Physical save: +19 (+10 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Hazerain (0 def, 25 armour, 76.5 block)Hazerain (0 def, 25 armour, 76.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +15 (+14 eff.) Armour: +25 Fatigue: +8% On shield block: * Deals 178 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Str / +4 Wil Changes resistances: +2% physical / +19% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of resistance (0 def, 6 armour, 84.5 block)dwarven-steel shield of resistance (0 def, 6 armour, 84.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +8% acid / +7% fire / +7% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. |
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 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Camizilahad the Glintvalor (dig speed 36 turns) Camizilahad the Glintvalor (dig speed 36 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +1 Str / +2 Mag Critical mult.: +5.00% Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum mana: +22.00 Maximum psi: +10.00 Spell crit. chance: +5% Light radius: +1 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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 (+2 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. |
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. |
4 garnet 4 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. Burnwedge the pouch of dwarven-steel shots (17/17, 36-43 power, 3 apr)Burnwedge the pouch of dwarven-steel shots (17/17, 36-43 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 40 physical damage Travel speed: +200% Damage (Ranged): +12 mind / +12 fire Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +20 arcane / +16 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Chargewill the steel torque of mindblast [power 175] (15 cooldown)Chargewill the steel torque of mindblast [power 175] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +15% acid Changes resistances penetration: +25% lightning Mental save: +6 (+3 eff.) Cut immunity: +20% Confusion immunity: +20% It can be used to blast the opponent's mind dealing 217 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Siliragassra [power 105] (15 cooldown) Siliragassra [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes stats: +1 Dex Changes resistances: +1% physical / +9% fire It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Cyrotta the Singewisp [power 278] (15 cooldown) Cyrotta the Singewisp [power 278] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Con Changes damage: +3% fire Light radius: +2 See invisible: +15 It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Vorogamira the Infernoswift [power 182] (15 cooldown) Vorogamira the Infernoswift [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Dex / +6 Con Changes resistances: +6% fire Infravision radius: +3 It can be used to sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
ametrine 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. |
6 citrine 6 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. |
Achievements
By arse the Shalore Archmage level 18
27th Dusk 122nd year of Ascendancy at 08:24 see stats
By arse the Shalore Archmage level 22
47th Haze 122nd year of Ascendancy at 21:54 see stats
By arse the Shalore Archmage level 30
4th Allure 123rd year of Ascendancy at 03:53 see stats
By arse the Shalore Archmage level 19
50th Dusk 122nd year of Ascendancy at 11:36 see stats
By arse the Shalore Archmage level 27
59th Haze 122nd year of Ascendancy at 12:50 see stats
By arse the Shalore Archmage level 10
1st Mirth 122nd year of Ascendancy at 21:15 see stats
By arse the Shalore Archmage level 20
70th Dusk 122nd year of Ascendancy at 06:11 see stats
By arse the Shalore Archmage level 30
3rd Allure 123rd year of Ascendancy at 16:04 see stats
By arse the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:15 see stats
By arse the Shalore Archmage level 20
70th Dusk 122nd year of Ascendancy at 10:50 see stats
By arse the Shalore Archmage level 23
49th Haze 122nd year of Ascendancy at 21:47 see stats
By arse the Shalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 12:35 see stats
By arse the Shalore Archmage level 19
51st Dusk 122nd year of Ascendancy at 08:37 see stats
By arse the Shalore Archmage level 24
54th Haze 122nd year of Ascendancy at 01:37 see stats
By arse the Shalore Archmage level 18
20th Dusk 122nd year of Ascendancy at 06:52 see stats
By arse the Shalore Archmage level 30
16th Regrowth 123rd year of Ascendancy at 00:56 see stats
Log
Thunderstorm hits Emelamina the multi-hued drake hatchling for (0 exoskeleton), (28 turned into osmosis), 28 lightning (28 total damage).
Poison from Arse hits Emelamina the multi-hued drake hatchling for (0 exoskeleton), (3 turned into osmosis), 3 nature (3 total damage).
Emelamina the multi-hued drake hatchling receives 77 healing.
Arse casts Chain Lightning.
Emelamina the multi-hued drake hatchling speeds up.
Emelamina the multi-hued drake hatchling resists!
arse hits Emelamina the multi-hued drake hatchling for (14 exoskeleton), (59 turned into osmosis), 258 lightning (258 total damage).
Emelamina the multi-hued drake hatchling casts Demon Seed.
Emelamina the multi-hued drake hatchling misses arse.
Arse stops bleeding.
Arse is no longer out of phase.
Emelamina the multi-hued drake hatchling is caught inside a Hurricane.
Talent Mirror Image is ready to use.
Thunderstorm hits Emelamina the multi-hued drake hatchling for (0 exoskeleton), (8 turned into osmosis), 8 lightning (8 total damage).
Emelamina the multi-hued drake hatchling is dazed!
Emelamina the multi-hued drake hatchling is not dazed anymore.
Hurricane from Arse hits Emelamina the multi-hued drake hatchling for (0 exoskeleton), (59 turned into osmosis), 79 lightning (79 total damage).
Poison from Arse hits Emelamina the multi-hued drake hatchling for (0 exoskeleton), (3 turned into osmosis), 3 nature (3 total damage).
Emelamina the multi-hued drake hatchling receives 111 healing.
Emelamina the multi-hued drake hatchling uses Ice Claw.
Emelamina the multi-hued drake hatchling performs a melee critical strike against arse!
Emelamina the multi-hued drake hatchling slows down.
Emelamina the multi-hued drake hatchling performs a melee critical strike against arse!
Emelamina the multi-hued drake hatchling hits arse for 226 cold, 3 acid, 2 fire, 4 cold, 3 lightning, 16 lightning, 22 cold, (5 ignored), 0 physical, 31 fire, 68 cold (374 total damage).
Melee retaliation hits Emelamina the multi-hued drake hatchling for (9 exoskeleton), (9 turned into osmosis), 9 nature, (1 exoskeleton), (1 turned into osmosis), 1 darkness, (4 exoskeleton), (5 turned into osmosis), 5 blight, (0 exoskeleton), (2 turned into osmosis), 2 blight, (0 exoskeleton), (3 turned into osmosis), 3 nature, (0 exoskeleton), (17 turned into osmosis), 17 nature, (0 exoskeleton), (3 turned into osmosis), 3 darkness, (0 exoskeleton), (9 turned into osmosis), 9 blight, (0 exoskeleton), (2 turned into osmosis), 2 blight, (0 exoskeleton), (3 turned into osmosis), 3 nature (54 total damage).
arse the level 30 shalore archmage was chilled to death by Emelamina the multi-hued drake hatchling on level 1 of Ruined Dungeon.
The furious lightning storm around arse calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.