Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.4.0Adds a collection of my races. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Pepper Pack 1.5.2Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Adjustable Levelup 1.4.9Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Xorn Race 1.2.5Xorns, four armed creatures of earth.
Release 0.0.2 "BugFixes Are Go!" + Changed starting equipment + Changed starting text + Added create alchemist gems. + Altered extract gems + Changed the way gem eating talent works. + Fixed Earth Glide Working in the Overworld + Fixed Earth Glide acting as a free teleport + Fixed Quickswap bug + Added Temporary Xorn Paperdoll Released 0.0.3 "Bugfix + Easy Mode" + Fixed racial Alchemist gems costing mana + Removed any class restrictions Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ancient |
Class | Deathknight |
Level / Exp | 92 / 29% |
Size | medium |
Lifes / Deaths | Killed by Amahrabdie the shalore at level 10 on the 2nd Dusk 122nd year of Ascendancy at 15:52 46 / 3Killed by Isynn the giant spider at level 57 on the 7th Allure 123rd year of Ascendancy at 07:53 Killed by Yvaldann the naga tide huntress at level 58 on the 7th Allure 123rd year of Ascendancy at 13:59 |
Primary Stats
Strength | 195 (base 146) |
Dexterity | 185 (base 146) |
Constitution | 221 (base 146) |
Magic | 162 (base 146) |
Willpower | 186 (base 146) |
Cunning | 188 (base 146) |
Resources
Mana | 1287/1287 |
Negative | 211/298 |
Vim | 464/464 |
Life | 12472/12472 |
Souls | 10/10 |
Stamina | 748/758 |
Paradox | 300 |
Healing Factor | 1.4 |
Regeneration | 2.45 |
Speed
Mental | +38.84093039209% |
Attack | 0% |
Movement | +1010% |
Spell | 0% |
Global | +99.999999999995% |
Vision
Sight | 10 |
Lite | 36 |
Infravision | 11 |
See Stealth | 155.6635709985 |
See Invisible | 222.77026026365 |
Offense: Mainhand
Damage | 1715 |
Accuracy | 139 |
Crit Chance | 254% |
APR | 23 |
Speed | 0.72 |
Offense: Spell
Spellpower | 162 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 107 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 253.79945728437 (100%) |
Defense | 67 |
Ranged Defense | 69 |
Fatigue | 23 |
Physical Save | 106 |
Spell Save | 83 |
Mental Save | 167 |
Defense: Resistances
All | + 77%( 91%) |
Defense: Immunities
Disarm Resistance | 55% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 729 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 259 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Spell / Squire | 1.30 |
| 9/5 |
| 1/5 |
| 2/5 |
| 9/5 |
Spell / Dread | 16.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Spell / Desecration | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 1/5 |
Spell / Necrotic might | 4.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Spell / Dusk | 1.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Expertise / Axes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undeath | 1.30 |
| 6/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 9/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Expertise / Swords | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Expertise / Maces | 4.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Expertise / Combat | 4.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Spell / Soul | 1.30 |
| 9/5 |
| 9/5 |
| 1/5 |
| 9/5 |
Technique / Pugilism | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 10.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Arms Handling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 9/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Corruption / Vile life | 7.00 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Spell / Reaping | 1.30 |
| 9/5 |
| 9/5 |
| 1/5 |
| 9/5 |
Spell / Divination | 0.80 |
| 1/5 |
| 9/5 |
| 1/5 |
| 9/5 |
Technique / Conditioning | 4.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Celestial / Chants | 9.80 |
| 9/5 |
| 9/5 |
| 9/5 |
| 1/5 |
Race / Thalore | 25.00 |
| 1/5 |
| 1/5 |
| 9/5 |
| 0/5 |
Undead / Ancient | 1.10 |
| 5/5 |
| 5/5 |
| 7/5 |
| 6/5 |
Spell / Soulforge | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Light | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 0.80 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Performer / Instrumentation | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 10.40 |
| 9/5 |
| 9/5 |
| 0/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Gladiator | 4.30 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Celestial / Hymns | 0.80 |
| 9/5 |
| 7/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Spirit Feed |
talent | Hardy |
talent | Combat Instinct |
talent | Shadow of Death |
talent | Premonition |
talent | Contingency |
talent | Frenzy |
talent | Arcane Feed |
talent | Hymn Nocturnalist |
talent | Daunting Presence |
talent | Enshroud |
talent | Necrotic Aura |
talent | Corpse Explosion |
talent | Squire: Melee |
talent | Hymn of Detection |
talent | Keen Senses |
beneficial effect | Prevents the target from dying until they fall below -1040 life. Soul Fragment |
beneficial effect | The target is surrounded by a magical shield, absorbing 2243/2243 damage before it crumbles. Damage Shield |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+16). Continuum Destabilization |
beneficial effect | Next spell gains additional effects. Soulforge |
beneficial effect | Movement is 1000% faster. Step Up |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Gleth the skeleton archer. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Emavea the giant black ant. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Zubenn the lesser vampire. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by Aeraganne the fire drake hatchling. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 2831. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | 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 | pair of drakeskin leather boots 'Arthythel' (0 def, 11 armour) pair of drakeskin leather boots 'Arthythel' (0 def, 11 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +7 Dex / +10 Wil / +9 Con / +13 Lck Changes resistances: +12% lightning Changes resistances penetration: +16% physical Critical mult.: +3.00% Stealth bonus: +15 Mindpower: +14 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 49 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (203 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Morningmortal (0 def, 5 armour) Morningmortal (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex / +9 Wil Changes resistances: +12% lightning / +11% temporal / +17% darkness / +12% blight Changes resistances penetration: +15% blight / +15% light Changes damage: +6% blight / +12% light Mental save: +13 (+2 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Galisagar the voratun pickaxe (dig speed 7 turns) Galisagar the voratun pickaxe (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +3 Str / +5 Dex Changes resistances: +5% arcane / +6% fire / +10% darkness / +9% temporal Physical save: +12 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +11 (+1 eff.) Poison immunity: +5% Cut immunity: +20% Maximum life: +63.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Betymidhema BetymidhemaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +27 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +8 Dex / +3 Mag / +13 Cun Changes damage: +7% all Maximum stamina: +15.00 Spellpower: +25 (+3 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
On fingers | Barehad BarehadPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 22% chance to blind Damage (Melee): 36 light Effects on ranged hit: * 24% chance to blind Damage (Ranged): 32 light Changes stats: +7 Str / +6 Mag / +6 Cun / +8 Con Changes resistances penetration: +20% arcane / +10% acid Changes damage: +9% acid / +6% arcane Spellpower: +7 (+1 eff.) Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Voratun Hammer of the Deep Bellow (193% power, 7 apr) Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
On hands | Adulekira (0 def, 2 armour) Adulekira (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +8 Armour: +2 Changes stats: +2 Str / +2 Dex / +2 Mag / +1 Wil / +9 Cun Changes resistances: +15% darkness / +5% light Infravision radius: +3 See invisible: +9 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +10 Crit. chance: +6.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +10 darkness Burst (radius 2) on crit: +13 darkness / +4 arcane / +15 light It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Bethabrerin the Kindlepyre (9 def, 26 armour) Bethabrerin the Kindlepyre (9 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +17% Effects on melee hit: * 35% chance to blind Damage (Melee): 23 acid / 20 fire Damage when hit (Melee): 15 acid / 4 temporal / 4 light / 15 fire / 4 arcane Changes resistances: +30% sound / +24% fire / +3% temporal / +30% acid Changes damage: +6% arcane / +15% light Physical save: +13 (+2 eff.) A suit of armour made of metal plates. |
Cloak | Vorytira the Plaguespike (8 def, 0 armour) Vorytira the Plaguespike (8 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +12% nature / +16% fire / +3% mind / +16% light Changes damage: +6% nature Critical mult.: +22.00% Stealth bonus: +16 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. |
Around neck | Isloyadheda IsloyadhedaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 20 physical Changes stats: +3 Wil Life regen: +1.50 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (resist 25%; cure magical)wild infusion (resist 25%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 910 for 5 turns) Rune of Reflection (absorb and reflect 910 for 5 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: 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 910 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. heat beam rune (296 fire damage)heat beam rune (296 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 295.77 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)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: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 1.6 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 426 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glowusher GlowusherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +6 Damage when hit (Melee): 8 light / 8 temporal Changes stats: +5 Mag Changes resistances: +3% blight Changes damage: +9% physical Talent masteries: +0.39 Technique / Field control +0.39 Spell / Undeath Poison immunity: +5% Knockback immunity: +30% Mana each turn: +0.53 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +59.00 Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Heatfiend the steel amulet Heatfiend the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature / 8 fire Changes stats: +3 Con Changes resistances: +12% lightning / +14% fire / +14% cold Stun/Freeze immunity: +25% Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 182 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
voratun amulet 'Emelorin' voratun amulet 'Emelorin'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +2 Defense: +20 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +20 Lck / +4 Con Changes resistances: +9% fire / +14% physical Physical save: +12 (+2 eff.) Blindness immunity: +35% Stamina each turn: +1.00 Maximum life: +20.00 Maximum stamina: +15.00 Infravision radius: +10 Sight radius: +2 See invisible: +13 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Arelathafast the Galescar Arelathafast the GalescarCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +32 (+2 eff.) Effects on melee hit: * 35% chance to daze at end of turn Changes stats: +10 Str / +10 Con Changes resistances: +32% sound Changes damage: +16% sound / +3% blight / +8% all Spell save: +19 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower: +11 (+2 eff.) Mindpower: +19 (+3 eff.) Rings can have magical properties. |
Dark Reign Dark ReignPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Mag Changes resistances: +30% darkness Changes resistances cap: +10% darkness Changes damage: +20% darkness Only die when reaching: -150.00 life Spellpower: +15 (+2 eff.) Light radius: -2 This ring is a catalyst for the powers of dark. It prolongs life at the expense of joy and happiness. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emanor the Demontooth Emanor the DemontoothPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +17 (+5 eff.) Changes stats: +3 Str / +8 Wil / +8 Cun / +15 Lck Changes resistances penetration: +10% darkness / +20% physical Mental save: +15 (+2 eff.) Confusion immunity: +50% Only die when reaching: -20.00 life Maximum life: +40.00 Mindpower: +14 (+3 eff.) Reduce all damage from unseen attackers: 8% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 400% faster and gaining 10% chance to evade melee attacks for 2 game turns. When this effect ends you'll become invisible (power 49) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings can have magical properties. |
Eregolen EregolenInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% blight / +5% nature / +24% sound Changes damage: +12% sound / +6% acid Poison immunity: +13% Disease immunity: +13% Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 263.78 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Firespike FirespikePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -5% Changes stats: +5 Mag / +5 Wil Changes resistances: +9% fire / +11% temporal / +3% physical Changes damage: +11% temporal Maximum encumbrance: +23 Life regen: +0.20 Spellpower: +7 (+1 eff.) Rings can have magical properties. |
Fogdare the steel ring Fogdare the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+0 eff.) Effects on melee hit: * 16% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 23 light Changes stats: +4 Str / +5 Con Changes resistances penetration: +10% darkness / +5% arcane Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Stokekarma StokekarmaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +7 (+0 eff.) Fatigue: -10% Damage when hit (Melee): 4 fire Changes stats: +5 Dex Changes resistances: +9% light / +3% blight / +3% cold / +5% arcane / +6% darkness Changes damage: +6% all Maximum encumbrance: +39 Spell save: +20 (+4 eff.) Spellpower: +15 (+2 eff.) Mindpower: +20 (+4 eff.) Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
psionicist's copper ring of pilfering 'Smolderbrace' psionicist's copper ring of pilfering 'Smolderbrace'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +6% mind / +12% fire Mental save: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 98% 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 can have magical properties. |
voratun ring 'Gloromina' voratun ring 'Gloromina'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +20 Lck Changes resistances: +15% blight / +40% sound / +24% nature / +15% lightning Changes damage: +20% sound / +9% acid Mental save: +35 (+4 eff.) Poison immunity: +29% Disease immunity: +29% Confusion immunity: +10% Reduce all damage from unseen attackers: 8% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 600% faster and gaining 10% chance to evade melee attacks for 3 game turns. When this effect ends you'll become invisible (power 67) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings can have magical properties. |
Stormfront (120% power, 2 apr) Stormfront (120% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Whirlwind (100% power, 1 apr) Whirlwind (100% power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 100% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
This item will automatically be transmogrified when you leave the level. sonic voratun battleaxe of disruption (168% power, 23 apr)sonic voratun battleaxe of disruption (168% power, 23 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +28 sound Damage against: +42% Unnatural When wielded/worn: Changes resistances: +21% sound Massive two-handed battleaxes. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 60% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness This is a bardic weapon. When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 482.64 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% This is a bardic weapon. When wielded/worn: Accuracy: +20 (+2 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of evisceration (117% power, 7 apr)arcing dwarven-steel dagger of evisceration (117% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 68 bleeding, 110% reduced healing Damage (Melee): +12 lightning This is a bardic weapon. When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+0 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. caustic iron dagger of ruin (100% power, 5 apr)caustic iron dagger of ruin (100% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour by 30% This is a bardic weapon. When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Changes resistances penetration: +6% acid Critical mult.: +10.00% Life regen: +0.72 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental stralite dagger of shearing (132% power, 9 apr)elemental stralite dagger of shearing (132% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion This is a bardic weapon. When wielded/worn: Armour penetration: +11 Changes resistances penetration: +12% acid / +11% physical / +12% cold / +12% lightning / +12% fire Changes damage: +11% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of corruption (136% power, 9 apr)stralite dagger of corruption (136% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 20% chance to curse the target This is a bardic weapon. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite dagger (138% power, 9 apr)truestriking stralite dagger (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +11% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking voratun dagger of rage (148% power, 9 apr)truestriking voratun dagger of rage (148% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +12 Changes stats: +5 Str Changes resistances penetration: +12% physical Changes damage: +12% physical Stamina when hit: +2.00 Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Obliterator (159% power, 10 apr) Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Unstoppable Mauler (159% power, 15 apr) Unstoppable Mauler (159% power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+2 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 17 power out of 18/18) : Effective talent level: 3.3 Power cost: 17 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 159% weapon damage. If you failed to move the damage is instead 80%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
stralite greatmaul 'Blindwire' (183% power, 3 apr) stralite greatmaul 'Blindwire' (183% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 183% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances penetration: +9% mind / +10% darkness Light radius: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Zubowen the voratun greatsword (171% power, 4 apr)Zubowen the voratun greatsword (171% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target Damage Shield penetration (this weapon only): +50% When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Changes stats: +2 Mag Critical mult.: +28.00% Spell save: +6 (+1 eff.) Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick voratun greatsword of shearing (175% power, 4 apr)quick voratun greatsword of shearing (175% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +20 Changes stats: +10 Dex Changes resistances penetration: +17% physical Changes damage: +17% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword 'Ravenslice' (193% power, 4 apr)voratun greatsword 'Ravenslice' (193% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 193% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to inflict 15% damage reduction * 25% chance to remove a magical effect Damage (Melee): +28 nature When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +21 Changes resistances: +9% fire / +6% arcane / +6% cold Changes resistances penetration: +20% darkness / +16% physical Changes damage: +6% darkness / +6% acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful stralite longsword of massacre (156% power, 5 apr)hateful stralite longsword of massacre (156% power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +17% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel longsword of erosion (128% power, 4 apr)inquisitor's dwarven-steel longsword of erosion (128% power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +13 temporal / +13 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite mace (148% power, 5 apr)truestriking stralite mace (148% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 149% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Blunt and deadly. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 100 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level. harmonious thorny mindstar of balance (100% power, 24 apr, mind damage)harmonious thorny mindstar of balance (100% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Power: 100% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% nature Changes resistances penetration: +7% nature Changes damage: +7% nature Talent mastery: +0.20 Wild-gift / Harmony Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +3.40 Mindpower: +6 (+1 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. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar 'Hanosin' (107% power, 32 apr, mind damage)pulsing mindstar 'Hanosin' (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. This honing mindstar will focus other psionic mindstars. Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +4 blight When wielded/worn: Effects on melee hit: * 26% chance to disease Damage when hit (Melee): 4 blight Changes stats: +2 Mag / +4 Wil / +4 Cun Changes resistances: +15% blight / +9% physical Changes resistances penetration: +9% physical Changes damage: +7% nature / +7% physical Disease immunity: +22% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +14% 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. sonic pulsing mindstar of life (107% power, 32 apr, mind damage)sonic pulsing mindstar of life (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 sound Changes resistances: +6% sound Life regen: +1.50 Maximum life: +32.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. balanced stralite rapier of paradox (135% power, 6 apr)balanced stralite rapier of paradox (135% power, 6 apr) Requires: - Cunning 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Power: 136% Range: 1.4x Uses stats: 40% Wil, 60% Cun, 50% Mag, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +17 temporal This is a bardic weapon. When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 13 temporal Changes resistances: +16% temporal Disarm immunity: +41% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. voratun rapier 'Shimmerward' (151% power, 7 apr)voratun rapier 'Shimmerward' (151% power, 7 apr) Requires: - Cunning 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 50% Mag, 60% Cun Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 76% chance to daze at end of turn Damage (Melee): +20 temporal / +20 nature Burst (radius 1) on hit: +8 lightning This is a bardic weapon. When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +15% lightning / +13% physical / +15% arcane / +15% darkness Changes damage: +12% lightning / +13% physical / +3% arcane Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. voratun sceptre 'Striketouch' (153% power, 6 apr)voratun sceptre 'Striketouch' (153% power, 6 apr) Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 68 bleeding, 110% reduced healing Burst (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +13.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 12 lightning Changes stats: +4 Cun / +6 Str Changes resistances: +18% lightning / +9% fire Changes damage: +15% physical Grants telepathy: Humanoid/Orc Mental save: +30 (+4 eff.) Stamina when hit: +2.50 Equilibrium when hit: +0.04 Spellpower: +15 (+2 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel sceptre of phasing (127% power, 15 apr)warbringer's dwarven-steel sceptre of phasing (127% power, 15 apr) Requires: - Magic 20 - Constitution 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 3 Power: 127% Range: 1.4x Uses stats: 40% Wil, 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +15 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +29% When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +11% physical Disarm immunity: +24% Spellpower: +9 (+1 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of recursiondrakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. fungal hardened leather sling of true flightfungal hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +11.0% Changes stats: +5 Con Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 180 life over 5 turns, putting all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stats: 160% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 290.11 physical damage to all targets in line, and inflicting bleeding for another 145.06 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level. blighted elven-wood magestaff of blasting (129% power, 5 apr, fire element)blighted elven-wood magestaff of blasting (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 11% chance to disease Changes damage: +25% fire Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +34.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +13% It can be used to unleash an elemental blastwave, dealing 216.17 to 259.40 fire damage in a radius 5 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone starstaff of wizardry (136% power, 6 apr, physical element)magelord's dragonbone starstaff of wizardry (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 35 arcane Changes stats: +6 Mag / +6 Wil Changes damage: +30% physical Talent granted: +1 Command Staff Maximum mana: +188.00 Spellpower: +37 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's dragonbone magestaff (136% power, 6 apr, cold element)void walker's dragonbone magestaff (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% darkness / +14% temporal Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +34% Reduces paradox anomalies(equivalent to willpower): +22 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's dragonbone starstaff of blood (136% power, 6 apr, darkness element)void walker's dragonbone starstaff of blood (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 draining blight When wielded/worn: Changes resistances: +14% darkness / +15% temporal Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Life leech chance: +14% Life leech: +15% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 72 power out of 80/80) : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 36.07 cold damage and 41.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. Brodurek the Prismworth (152% power, 6 apr)Brodurek the Prismworth (152% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 acid / +8 physical When wielded/worn: Armour penetration: +1 Physical crit. chance: +15.0% Armour: +4 Damage when hit (Melee): 16 light Changes stats: +2 Dex Changes resistances penetration: +17% acid / +16% fire / +17% lightning / +17% cold Changes damage: +6% physical Stamina each turn: +0.60 One-handed war axes. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level. bursting dwarven-steel waraxe of disruption (121% power, 4 apr)bursting dwarven-steel waraxe of disruption (121% power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +13 shocking sound Damage against: +20% Unnatural When wielded/worn: Changes resistances penetration: +10% sound One-handed war axes. |
Binding of the Elements Binding of the ElementsPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour Hardiness: +10% Defense: +10 (+3 eff.) Changes resistances: +10% lightning / +10% fire / +10% cold / +10% physical Damage affinity(heal): +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elemental fusion It can be used to activate talent Bind Elemental (costing 27 power out of 40/40) : Effective talent level: 4.0 Power cost: 27 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a spell Description: Binds an elemental into your control, giving you full control over its actions for 5 turns. When the effect ends the elemental will be banished. Instakill immunity will block Bind Elemental. The duration and chance to bind will increase with your Willpower. Each point in Bind Elemental will also increase your elemental damage penetration by 4%. An unknown crafter has bound the elemental threads of creation into this belt. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 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. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 140, based on Magic) for 10 turns, costing 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
This item will automatically be transmogrified when you leave the level. Weepmonster the drakeskin leather beltWeepmonster the drakeskin leather belt Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +6 Wil Changes resistances: +6% light / +12% temporal Changes resistances penetration: +20% nature / +10% temporal Changes damage: +3% nature / +6% temporal Spell save: +13 (+2 eff.) Mental save: +15 (+2 eff.) Maximum life: +239.00 Maximum mana: +53.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +37.00 Maximum neg.energy: +40.00 Light radius: +2 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% fire / +6% cold Maximum encumbrance: +22 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Bolttrail (3 def, 0 armour)Bolttrail (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +1 Mag / +2 Con Changes resistances: +19% acid / +20% fire / +19% lightning / +19% cold Changes damage: +3% lightning / +9% temporal / +12% arcane Vim when firing critical spell: +3.00 Spellpower: +2 (+1 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+1 eff.) It can be used to activate talent Barrier (costing 36 power out of 40/40) : Effective talent level: 2.7 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 530 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Yarunik (1 def, 0 armour) Yarunik (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +2 Str / +1 Con Changes resistances: +10% sound Grants telepathy: Dragon Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) See invisible: +15 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. cashmere cloak of conjuring (2 def, 0 armour)cashmere cloak of conjuring (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances penetration: +11% arcane Changes damage: +11% arcane Critical mult.: +22.00% Maximum mana: +68.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Maximum life: +30.00 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. vocal cashmere cloak of protection (2 def, 0 armour)vocal cashmere cloak of protection (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str Changes damage: +11% darkness / +10% sound Spell save: +11 (+2 eff.) Mental save: +11 (+1 eff.) Spell crit. chance: +5% Maximum melody: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+3 eff.) It can be used to activate talent Temporal Reprieve (costing 45 power out of 50/50) : Effective talent level: 1.0 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. ancient silk robe of alchemy (3 def, 0 armour)ancient silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag Changes resistances: +16% acid / +18% physical / +18% fire / +17% cold Changes resistances penetration: +13% temporal / +12% physical Changes damage: +13% acid / +30% physical / +13% fire / +17% temporal / +11% cold Talent cooldown: Refit Golem (-6 turns) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's woollen robe of life (0 def, 0 armour)dreamer's woollen robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% blight / +18% mind / +18% darkness Physical save: +14 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +26 (+3 eff.) Life regen: +3.00 Maximum life: +64.00 Healing mod.: +18% 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. stargazer's silk robe (3 def, 0 armour)stargazer's silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes damage: +17% light / +12% darkness Spellpower: +9 (+1 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's cashmere robe of alchemy (2 def, 0 armour)tormentor's cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Cun Changes resistances: +15% acid / +16% physical / +16% fire / +16% cold Changes damage: +11% acid / +10% physical / +11% fire / +11% cold Talent cooldown: Refit Golem (-4 turns) Critical mult.: +15.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Beodur the pair of rough leather boots (0 def, 1 armour) Beodur the 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 Fatigue: +1% Effects on melee hit: * 20% chance to disease Changes resistances: +9% blight Changes damage: +3% blight Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
Alchemical Gloves (10 def, 0 armour) Alchemical Gloves (10 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +10 (+3 eff.) Changes stats: +10 Cun Changes resistances: +30% acid / +30% nature Changes damage: +30% acid / +30% nature Talent masteries: +0.20 Cunning / Poisons +0.20 Spell / Poison alchemy +0.20 Spell / Acid alchemy Poison immunity: +50% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Poisonous Spores (10% chance level 1). Damage conversion: 50% acid It can be used to activate talent Corrosive Vapour (costing 45 power out of 50/50) : Effective talent level: 5.0 Power cost: 45 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 87.08 acid damage in a radius of 3 each turn for 7 turns. The damage will increase with your Spellpower. A professional alchemist needs professional protection. These gloves are the best you could buy. |
This item will automatically be transmogrified when you leave the level. Blasttrial (0 def, 3 armour)Blasttrial (0 def, 3 armour) Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Changes stats: +6 Mag / +4 Wil / +6 Cun Changes resistances: +3% lightning / +10% cold / +9% light / +8% darkness Changes resistances penetration: +5% lightning Changes damage: +11% cold Mental save: +20 (+2 eff.) Life regen: +3.00 Stamina each turn: +1.70 Maximum stamina: +40.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). Damage (Melee): +16 blight Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +15 ice / +50 light / +45 darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 259.60 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Emelinor the Abyssdream (0 def, 3 armour)Emelinor the Abyssdream (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con Changes resistances: +6% acid / +6% fire / +6% darkness / +6% cold Changes resistances penetration: +20% mind Talent cooldown: Double Strike (-1 turn) Physical save: +39 (+7 eff.) Spell save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +50% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.31 When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 125% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 20 arcane resource burn * 20% chance to cause random gloom Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 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. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 70% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 19% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 295.52 fire damage and 346.95 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
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.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Torchthorn the rough leather gloves (0 def, 1 armour) Torchthorn the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +1 Damage when hit (Melee): 4 mind Grants telepathy: Humanoid/Orc Physical save: +6 (+1 eff.) Mental save: +15 (+2 eff.) Disarm immunity: +21% Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +16 fire Burst (radius 1) on hit: +8 mind 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. dwarven-steel gauntlets of noiselight (0 def, 2 armour)dwarven-steel gauntlets of noiselight (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Cun / +3 Mag Changes resistances: +8% light / +8% sound Light radius: +2 When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% Burst (radius 2) on crit: +28 shocking sound / +28 item light blind It can be used to activate talent Flashbang, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: Inflicts 239.58 light and 117.13 sound damage, soundshocks and attempts to confuse (25% power) all creatures in a radius 2 ball for 2 turns. The damage will scale with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +2 Changes stats: +4 Cun Changes resistances: +11% darkness Infravision radius: +3 When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 125% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +19 darkness It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.2 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of dexterity (+2) (0 def, 1 armour) restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +11.00 When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. steady hardened leather gloves of earbusting (0 def, 2 armour)steady hardened leather gloves of earbusting (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Damage (Melee): 11 sound Changes stats: +4 Wil Changes resistances: +8% mind / +8% sound Physical save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +36% Melody each turn: +0.23 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Earworm (10% chance level 3). Burst (radius 2) on crit: +28 mind It can be used to activate talent Earworm, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Implants an earworm into the target's mind, dealing 48.97 sound damage each turn for 2 turns and causing Ear Damage for 4 turns. If the target is affected by both Soundshock and Ear Damage at any point the earworm will explode in a 2 radius for the remaining overtime damage increased by 35% as deafening sound. If Gone Acoustic is active the caster will also gain a 8% bonus to mind damage for 5 turns. The damage will scale with your Mindpower. (Ear Damage lowers the target's sound resistance and its ability to shrug off critical hits, it checks against bleed resistance.) (Deafen lowers all of the target's speeds while granting it a small amount of sound resistance, checks against stun resistance and bypasses any resistance check if the target is affected by both Soundshock and Ear Damage.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 41 power out of 45/45) : Effective talent level: 3.0 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 298.08 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+1 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
Helm of the Slow (0 def, 8 armour) Helm of the Slow (0 def, 8 armour)Requires: - Strength 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% temporal / +10% physical Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. aegis linen wizard hat (1 def, 0 armour)aegis linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Life regen: +2.10 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of might (0 def, 4 armour)dwarven-steel helm of might (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stabilizing cashmere wizard hat of decomposition (2 def, 0 armour)stabilizing cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Wil Changes resistances: +6% lightning / +6% temporal / +6% light / +6% fire / +6% nature / +6% acid / +6% blight / +6% cold / +6% darkness Physical save: +11 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Dazzlemonster the voratun mail armour (5 def, 20 armour)Dazzlemonster the voratun mail armour (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +6% Effects on melee hit: * 10 arcane resource burn Changes resistances: +10% physical / +9% darkness / +9% blight / +15% cold / +3% temporal Changes damage: +12% light Physical save: +40 (+7 eff.) Spell save: +6 (+1 eff.) Life regen: +3.70 Maximum life: +92.00 Light radius: +1 Healing mod.: +29% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of sound resistance (3 def, 22 armour)impenetrable dwarven-steel mail armour of sound resistance (3 def, 22 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +24% sound A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of white noise (3 def, 22 armour)impenetrable dwarven-steel mail armour of white noise (3 def, 22 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 10 sound Changes stats: +4 Mag Changes resistances: +21% sound / +19% light Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. soundforged voratun mail armour of sound resistance (5 def, 10 armour)soundforged voratun mail armour of sound resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +40% sound / +13% lightning / +13% mind / +11% darkness Physical save: +10 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Armegorig (5 def, 8 armour)Armegorig (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +3 Mag Changes resistances: +22% lightning / +20% physical / +6% darkness / +6% mind / +9% nature Physical save: +50 (+8 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +10% Confusion immunity: +10% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level. duelist's drakeskin leather armour of the hero (15 def, 18 armour)duelist's drakeskin leather armour of the hero (15 def, 18 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +18 Dex / +9 Mag / +9 Wil / +19 Cun Maximum life: +70.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening cured leather armour of fire resistance (2 def, 4 armour)enlightening cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +6 Cun / +5 Wil Changes resistances: +21% fire Mental save: +16 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of white noise (3 def, 6 armour)hardened leather armour of white noise (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 10 sound Changes stats: +4 Mag Changes resistances: +19% sound / +22% light Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour of Toknor (13 def, 7 armour)marauder's reinforced leather armour of Toknor (13 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+0 eff.) Armour: +7 Defense: +13 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +8 Dex Critical mult.: +18.00% Physical save: +15 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing hardened leather armour of the void (3 def, 6 armour)searing hardened leather armour of the void (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 16 acid / 17 fire / 8 darkness Damage (Ranged): 8 darkness Damage when hit (Melee): 12 acid / 13 fire Changes resistances: +19% acid / +22% temporal / +22% darkness / +18% fire Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +19% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing reinforced leather armour (4 def, 7 armour)searing reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 20 acid / 19 fire Damage when hit (Melee): 15 acid / 15 fire Changes resistances: +23% acid / +26% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. soundproof drakeskin leather armour (5 def, 8 armour)soundproof drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +13% sound / +13% lightning / +12% mind / +11% darkness Physical save: +10 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (1 def, 2 armour)spiked rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 12 physical Changes resistances: +17% lightning A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+3 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Deepstooth (9 def, 16 armour) Deepstooth (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 11 light Changes stats: +4 Wil Changes resistances: +35% blight / +32% darkness Changes resistances penetration: +10% darkness Changes damage: +6% blight Life regen: +2.60 Maximum life: +120.00 Light radius: +2 Healing mod.: +17% A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 100% power, 240 block) Blightstopper (18 def, 12 armour, 100% power, 240 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+4 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 22 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Coral Spray (8 def, 8 armour, 100% power, 48 block) Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. Eilinydavea the voratun shield (15 def, 3 armour, 100% power, 192 block)Eilinydavea the voratun shield (15 def, 3 armour, 100% power, 192 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 193% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +192 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +39 sound When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +15 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 39 shocking sound / 12 mind Changes stats: +11 Cun Changes resistances: +40% sound / +2% physical / +9% nature / +3% fire Talent granted: +5 Block Disease immunity: +10% Disarm immunity: +10% Knockback immunity: +10% Handheld deflection devices. |
Skeletal Parry (10 def, 4 armour, 100% power, 40 block) Skeletal Parry (10 def, 4 armour, 100% power, 40 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When used to attack (with talents): Power: 121% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block It can be used to activate talent Bone Armour (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 1173 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
This item will automatically be transmogrified when you leave the level. bursting voratun shield of physical resistance (+20%) (12 def, 3 armour, 100% power, 198 block)bursting voratun shield of physical resistance (+20%) (12 def, 3 armour, 100% power, 198 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +198 Damage (Melee): +20 sound When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 shocking sound Changes stats: +6 Cun Changes resistances: +20% sound / +20% physical Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield of crushing (8 def, 2 armour, 100% power, 80 block)flaming dwarven-steel shield of crushing (8 def, 2 armour, 100% power, 80 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 147% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +80 On weapon crit: * smash the target with your shield crippling them Burst (radius 1) on hit: +16 fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 8 fire Damage when hit (Melee): 16 fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of earplugs (12 def, 14 armour, 100% power, 324 block)impervious voratun shield of earplugs (12 def, 14 armour, 100% power, 324 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +324 Damage (Melee): +9 sound / +10 mind When wielded/worn: Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 9 sound / 10 mind Changes stats: +7 Con Changes resistances: +20% sound / +20% mind Talent granted: +5 Block Physical save: +15 (+3 eff.) Silence immunity: +40% Handheld deflection devices. |
iron shield (4 def, 2 armour, 100% power, 17.5 block) iron shield (4 def, 2 armour, 100% power, 17.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 100% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. soundforged dwarven-steel shield of crushing (8 def, 2 armour, 100% power, 81.5 block)soundforged dwarven-steel shield of crushing (8 def, 2 armour, 100% power, 81.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 149% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% sound / +9% lightning / +10% mind / +10% darkness Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. barbed quiver of elm arrows of daylight (21/21, 105% power, 5 apr)barbed quiver of elm arrows of daylight (21/21, 105% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 106% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon crit: * wounds the target for 7 turns: 55 bleeding, 103% reduced healing Damage (Ranged): +12 light / +12 bleed Damage against: +15% Undead Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2565 alchemist agate 2565 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. |
8 onyx 8 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
12 aquamarine 12 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 emerald 8 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage 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. Eremaziladir (142% power, 6 apr, physical damage)Eremaziladir (142% power, 6 apr, physical damage) Requires: - Cunning 48 Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 5 Power: 143% Range: 1.3x Uses stats: 40% Wil, 15% Dex, 50% Mag, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +11.0% Attack speed: 111% On weapon hit: * Random elemental explosion * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) This instrument will act as a bashing device. When wielded/worn: Accuracy: +13 (+1 eff.) Armour: +4 Damage when hit (Melee): 8 blight Changes stats: +7 Dex Changes resistances: +2% physical / +6% nature / +9% temporal Changes resistances penetration: +17% acid / +17% fire / +15% lightning / +13% cold Talent granted: +5 Pluck Strings Spell save: +12 (+2 eff.) Mental save: +7 (+1 eff.) Stun/Freeze immunity: +10% Mindpower: +7 (+1 eff.) Mental crit. chance: +7% A small string instrument, packs quite a punch. |
This item will automatically be transmogrified when you leave the level. sneakthief's dragonbone harp of sensing (22 melee - 23 ranged sound damage)sneakthief's dragonbone harp of sensing (22 melee - 23 ranged sound damage) Requires: - Cunning 48 Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Damage (Melee): 22 sound Damage (Ranged): 23 sound Changes stats: +12 Cun / +11 Dex Talent granted: +5 Pluck Strings Mental save: +7 (+1 eff.) Blindness immunity: +55% Mindpower: +7 (+1 eff.) Mental crit. chance: +7% Infravision radius: +8 See stealth: +27 See invisible: +23 A small string instrument. |
This item will automatically be transmogrified when you leave the level. treant's yew harp of sirens (12.5 melee - 12 ranged sound damage)treant's yew harp of sirens (12.5 melee - 12 ranged sound damage) Requires: - Cunning 24 Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 3 When wielded/worn: Damage (Melee): 12 sound Damage (Ranged): 12 sound Changes resistances: +14% nature / +14% blight Talents granted: +5 Song of the Siren +3 Pluck Strings Mental save: +4 (+1 eff.) Poison immunity: +26% Disease immunity: +25% Confusion immunity: +26% Mindpower: +10 (+2 eff.) Mental crit. chance: +10% Maximum melody: +27.00 A small string instrument. |
Salerin SalerinInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+0 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +6 Wil Changes resistances: +3% all Changes damage: +6% acid Critical mult.: +20.00% Spell save: +14 (+2 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Light radius: +9 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+1 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 435 cold damage (based on your Magic), costing 18 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.2 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 32 power out of 35/35) : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Treasure Map: Dragon Lair Treasure Map: Dragon Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a dragon lair full of treasures and danger beneath the Lost Dwarven Kingdom of Reknor. (*USE* it while being inside Reknor). Warning: This location is very dangerous. |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Treasure Room Treasure Map: Treasure Room0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
7 garnet 7 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. arcing pouch of voratun shots of crippling (24/24, 165% power, 6 apr)arcing pouch of voratun shots of crippling (24/24, 165% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +22.0% Capacity: 24 On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +20 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of dwarven-steel shots of soundwaves (18/18, 139% power, 3 apr)hateful pouch of dwarven-steel shots of soundwaves (18/18, 139% power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Travel speed: +200% Damage (Ranged): +22 shocking sound / +20 darkness Burst (radius 2) on crit: +11 dazing sound Damage against: +13% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of voratun shots of gravity (21/21, 165% power, 6 apr)hateful pouch of voratun shots of gravity (21/21, 165% power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 10% chance to crush the target Damage (Ranged): +20 gravity / +19 darkness Damage against: +20% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of voratun shots of torment (21/21, 165% power, 6 apr)hateful pouch of voratun shots of torment (21/21, 165% power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to torment the target Damage (Ranged): +48 darkness / +17 mind Damage against: +15% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of dwarven-steel shots of accuracy (17/17, 136% power, 3 apr)plaguebringer's pouch of dwarven-steel shots of accuracy (17/17, 136% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 13% chance to disease Damage (Ranged): +14 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Nimbustrail the dwarven-steel torque of kinetic psionic shield [power 93] (18 cooldown)Nimbustrail the dwarven-steel torque of kinetic psionic shield [power 93] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Dex / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +15% lightning / +20% blight Changes damage: +6% blight Grants telepathy: Demon/Minor Demon/Major Talent granted: +4 Telekinetic Blast Spell save: +40 (+8 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +2% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quiet dwarven-steel torque of charged psionic shield [power 93] (18 cooldown)quiet dwarven-steel torque of charged psionic shield [power 93] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. supercharged yew totem of thorny skin [power 64] (22 cooldown)supercharged yew totem of thorny skin [power 64] (22 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 50%, putting all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Chromatic Wand Chromatic WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 mind / +1 arcane Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 18 power out of 24/24) : Effective talent level: 2.0 Power cost: 18 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 382.87 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz 12 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon 16 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ehara the Dawnchild the Ancient Deathknight level 78
6th Pyre 123rd year of Ascendancy at 03:06 see stats
By Ehara the Dawnchild the Ancient Deathknight level 78
65th Regrowth 123rd year of Ascendancy at 11:42 see stats
By Ehara the Dawnchild the Ancient Deathknight level 59
4th Regrowth 123rd year of Ascendancy at 15:24 see stats
By Ehara the Dawnchild the Ancient Deathknight level 50
4th Decay 122nd year of Ascendancy at 21:42 see stats
By Ehara the Dawnchild the Ancient Deathknight level 72
62nd Regrowth 123rd year of Ascendancy at 07:13 see stats
By Ehara the Dawnchild the Ancient Deathknight level 15
23rd Dusk 122nd year of Ascendancy at 07:24 see stats
By Ehara the Dawnchild the Ancient Deathknight level 45
59th Haze 122nd year of Ascendancy at 13:54 see stats
By Ehara the Dawnchild the Ancient Deathknight level 29
22nd Haze 122nd year of Ascendancy at 10:48 see stats
By Ehara the Dawnchild the Ancient Deathknight level 55
9th Decay 122nd year of Ascendancy at 18:10 see stats
By Ehara the Dawnchild the Ancient Deathknight level 85
56th Pyre 123rd year of Ascendancy at 23:06 see stats
By Ehara the Dawnchild the Ancient Deathknight level 63
45th Regrowth 123rd year of Ascendancy at 13:48 see stats
By Ehara the Dawnchild the Ancient Deathknight level 40
30th Haze 122nd year of Ascendancy at 00:01 see stats
By Ehara the Dawnchild the Ancient Deathknight level 10
8th Mirth 122nd year of Ascendancy at 03:58 see stats
By Ehara the Dawnchild the Ancient Deathknight level 20
54th Dusk 122nd year of Ascendancy at 01:48 see stats
By Ehara the Dawnchild the Ancient Deathknight level 30
22nd Haze 122nd year of Ascendancy at 11:09 see stats
By Ehara the Dawnchild the Ancient Deathknight level 40
28th Haze 122nd year of Ascendancy at 03:04 see stats
By Ehara the Dawnchild the Ancient Deathknight level 50
4th Decay 122nd year of Ascendancy at 20:39 see stats
By Ehara the Dawnchild the Ancient Deathknight level 66
58th Regrowth 123rd year of Ascendancy at 14:57 see stats
By Ehara the Dawnchild the Ancient Deathknight level 20
54th Dusk 122nd year of Ascendancy at 03:54 see stats
By Ehara the Dawnchild the Ancient Deathknight level 40
28th Haze 122nd year of Ascendancy at 13:56 see stats
By Ehara the Dawnchild the Ancient Deathknight level 33
25th Haze 122nd year of Ascendancy at 20:35 see stats
By Ehara the Dawnchild the Ancient Deathknight level 16
42nd Dusk 122nd year of Ascendancy at 15:06 see stats
By Ehara the Dawnchild the Ancient Deathknight level 11
8th Dusk 122nd year of Ascendancy at 17:07 see stats
By Ehara the Dawnchild the Ancient Deathknight level 41
54th Haze 122nd year of Ascendancy at 02:10 see stats
By Ehara the Dawnchild the Ancient Deathknight level 46
60th Haze 122nd year of Ascendancy at 13:56 see stats
By Ehara the Dawnchild the Ancient Deathknight level 29
22nd Haze 122nd year of Ascendancy at 01:35 see stats
By Ehara the Dawnchild the Ancient Deathknight level 20
13rd Haze 122nd year of Ascendancy at 04:35 see stats
By Ehara the Dawnchild the Ancient Deathknight level 76
64th Regrowth 123rd year of Ascendancy at 13:44 see stats
Log
You pickup 3.70 gold pieces.
Ehara the Dawnchild picks up ( .): stabilizing cashmere wizard hat of decomposition (2 def, 0 armour).
You pickup 1.40 gold pieces.
Saving game...
Saving done.
Ehara the Dawnchild deactivates Necrotic Aura.
Ehara the Dawnchild slows down.
Ehara the Dawnchild deactivates Spirit Feed.
Ehara the Dawnchild deactivates Chant of Fortitude.
The shield around Ehara the Dawnchild crumbles.
Ehara the Dawnchild deactivates Frenzy.
Ehara the Dawnchild deactivates Stone Skin.
Ehara the Dawnchild deactivates Combat Instinct.
Ehara the Dawnchild deactivates Arcane Feed.
Ehara the Dawnchild deactivates Squire: Melee.
Ehara the Dawnchild deactivates Contingency.
Ehara the Dawnchild deactivates Hardy.
Ehara the Dawnchild deactivates Daunting Presence.
Ehara the Dawnchild deactivates Shadow of Death.
Ehara the Dawnchild deactivates Hymn Nocturnalist.
Ehara the Dawnchild deactivates Corpse Explosion.
Ehara the Dawnchild deactivates Enshroud.
Ehara the Dawnchild deactivates Premonition.
Ehara the Dawnchild deactivates Keen Senses.
Ehara the Dawnchild deactivates Arcane Combat.
Ehara the Dawnchild deactivates Hymn of Detection.
Ehara the Dawnchild vanishes from sight.