Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 23 / 70% |
Size | big |
Lifes / Deaths | Killed by Xeronor the ghoul at level 23 on the 24th Dusk 123rd year of Ascendancy at 13:32 / 1 |
Primary Stats
Strength | 61 (base 14) |
Dexterity | 55 (base 24) |
Constitution | 59 (base 21) |
Magic | 70 (base 47) |
Willpower | 21 (base 12) |
Cunning | 37 (base 26) |
Resources
Mana | 251/309 |
Vim | 140/188 |
Life | -44/669 |
Positive | 103/116 |
Stamina | 218/234 |
Healing Factor | 1.5903526169194 |
Regeneration | 25.060738608575 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 55 |
Accuracy | 41 |
Crit Chance | 15% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Light | +16% |
Nature | +3% |
Physical | +10% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Nature | +25% |
Cold | +23% |
All | +10% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 4 |
Physical Save | 43 |
Spell Save | 36 |
Mental Save | 28 |
Defense: Resistances
Nature | + 23%( 70%) |
Mind | + 23%( 70%) |
Light | + 23%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
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: 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 307 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Celestial / Sunlight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. * You've found the needed sandworm tooth. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | pair of rough leather boots 'Galyrin' (0 def, 1 armour) pair of rough leather boots 'Galyrin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil / +4 Con Reduces incoming crit damage: 5.00% Stamina each turn: +0.30 Maximum stamina: +13.00 Light radius: +1 A pair of boots made of leather. |
Light source | Shocksting ShockstingInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Dex / +4 Cun / +3 Con Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) Light radius: +4 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 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 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Relgiroddadin the Loamriver [power 188] (15 cooldown) Relgiroddadin the Loamriver [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 2 nature Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +3% nature / +15% cold It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | gladiator's steel ring of luminosity gladiator's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Damage (Melee): 12 light Damage (Ranged): 18 light Changes stats: +5 Str / +3 Mag / +5 Con Changes damage: +10% light Rings make your fingers look great! |
On fingers | steel topaz ring steel topaz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 19 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 19 Damage (Ranged): 9 physical Changes stats: +1 Cun Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | rough leather belt of magery rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Spell crit. chance: +4% A belt that goes around your waist. |
In main hand | elemental dwarven-steel battleaxe of shearing (33-50 power, 2 apr) elemental dwarven-steel battleaxe of shearing (33-50 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 81 cold damage (1/turn) When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +13% cold / +10% all Changes damage: +10% cold Massive two-handed battleaxes. |
On hands | Chamogrim the Dimbore (0 def, 2 armour) Chamogrim the Dimbore (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 4 darkness Changes resistances: +6% mind / +15% light Spell save: +6 (+3 eff.) Life regen: +5.00 Stamina each turn: +1.00 Maximum stamina: +27.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Emelakira the Ebonybliss (0 def, 0 armour) Emelakira the Ebonybliss (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% mind / +9% nature / +9% all Changes damage: +6% light / +14% darkness Physical save: +3 (+1 eff.) Life regen: +4.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +2 Mag / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.30 Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +22.00 Movement speed: +10% Amulets make your neck look great! |
Inventory
wild infusion of the wizard (res 29%; magical; dur 4; cd 14) wild infusion of the wizard (res 29%; magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of the Rift (234.00 temporal damage, removed from time 4 turns) Rune of the Rift (234.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 200; dur 4; cd 15) biting gale rune of the titan (damage 200; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 199.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 18; cd 11) blink rune of the psychic (range 5; phase 18; cd 11)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: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 992% over 10 turns; mana 50; cd 12) manasurge rune of the warrior (regen 992% over 10 turns; mana 50; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 992% for 10 turns (47 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 265; dur 3; cd 14) shielding rune of the psychic (absorb 265; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 265 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 228; dur 4; cd 15) shielding rune of the titan (absorb 228; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 228 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 88; cd 14) teleportation rune of the duelist (range 88; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 88 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 98; cd 18) teleportation rune of the warrior (range 98; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mayuriata the steel amulet Mayuriata the steel amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +11% lightning Critical mult.: +5.00% Cut immunity: +40% Stun/Freeze immunity: +20% Mana each turn: +0.08 Maximum mana: +80.00 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Poxvagrant PoxvagrantInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +3 Cun Changes resistances: +3% darkness / +7% physical / +10% mind / +6% nature Confusion immunity: +21% Stamina each turn: +0.30 Amulets make your neck look great! |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
gold amulet 'Glorytta' gold amulet 'Glorytta'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Changes resistances: +3% blight / +10% temporal Changes resistances cap: +4% all Changes resistances penetration: +10% blight Changes damage: +7% physical Physical save: +17 (+5 eff.) Pinning immunity: +31% Knockback immunity: +26% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Combat speed: +10% Amulets make your neck look great! |
gold amulet of healing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful copper amulet of dexterity (+3) restful copper amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Life regen: +1.00 Amulets make your neck look great! |
restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets make your neck look great! |
restful steel amulet of manastreaming restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Life regen: +2.00 Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +28.00 Amulets make your neck look great! |
stabilizing copper amulet of willpower (+3) stabilizing copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.10 Corruption / Torture) stabilizing steel amulet of mastery (0.10 Corruption / Torture)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% temporal Talent mastery: +0.10 Corruption / Torture Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
steel amulet 'Stokepeal' steel amulet 'Stokepeal'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Mag / +3 Wil / +3 Con Changes resistances: +15% light / +16% darkness Changes damage: +6% fire / +6% physical Physical save: +7 (+2 eff.) Blindness immunity: +27% Life regen: +3.00 Maximum life: +44.00 Combat speed: +10% Amulets make your neck look great! |
steel amulet of constitution (+3) steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
steel amulet of constitution (+3) steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Xoyalaith XoyalaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% fire / +6% temporal / +3% cold Spell save: +10 (+5 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Bleakmark' copper ring 'Bleakmark'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +6% darkness Changes damage: +3% darkness Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +24.00 Rings make your fingers look great! |
copper ring of arcana (+0.12/turn) copper ring of arcana (+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +22% Mana each turn: +0.12 Rings make your fingers look great! |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
gladiator's gold ring of clarity gladiator's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +7 Str / +5 Con Mental save: +7 (+3 eff.) Confusion immunity: +27% Rings make your fingers look great! |
marksman's steel ring of pilfering marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +11 Defense: +8 (+4 eff.) Changes stats: +2 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's steel ring of corrosion (+24%) mule's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% acid Changes damage: +12% acid Maximum encumbrance: +20 Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.11/turn) psionicist's steel ring of arcana (+0.11/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Silence immunity: +20% Mana each turn: +0.11 Rings make your fingers look great! |
psionicist's steel ring of light (+20%) psionicist's steel ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +4 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of tenacity psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
savior's steel ring of lightning (+24%) savior's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
steel ring of light (+20%) steel ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
steel ring of lightning (+22%) steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
titan's steel ring of light (+22%) titan's steel ring of light (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% light Changes damage: +11% light Physical save: +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Forestoath (23-30 power, 7 apr) Forestoath (23-30 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 1) on hit: +16 nature When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +5 Str / +8 Dex / +7 Mag / +17 Wil / +7 Cun / +14 Con Changes resistances penetration: +15% darkness Changes damage: +12% darkness Maximum life: +43.00 Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 65% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 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. |
iron dagger of daylight (9-12 power, 5 apr) iron dagger of daylight (9-12 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 light Damage against: +5% Undead Sharp, short and deadly. |
Spectral Blade (26-42 power, 25 apr) Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
elemental steel greatsword of phasing (26-42 power, 12 apr) elemental steel greatsword of phasing (26-42 power, 12 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 81 acid damage (1/turn) Damage Shield penetration (this weapon only): +16% When wielded/worn: Changes resistances penetration: +7% acid Changes damage: +7% acid Massive two-handed swords. |
hateful steel greatsword of daylight (21-34 power, 2 apr) hateful steel greatsword of daylight (21-34 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 light / +10 darkness Damage against: +17% Undead / +12% Living Massive two-handed swords. |
iron greatsword (16-26 power, 1 apr) iron greatsword (16-26 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
mighty dragonbone longbow mighty dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
Gleyatira the Flashslicer (18-26 power, 2 apr) Gleyatira the Flashslicer (18-26 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +16 light Damage (radius 2) on crit: +8 light When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +15% light Sharp, long, and deadly. |
steel longsword (14-20 power, 3 apr) steel longsword (14-20 power, 3 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
Poltergeist's Eye of Summer (8-9 power, 18 apr, fire damage) Poltergeist's Eye of Summer (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +4 (+2 eff.) Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Poltergeist's Kinetic Focus (6-7 power, 18 apr, physical damage) Poltergeist's Kinetic Focus (6-7 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +4% all / +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Spell crit. chance: +2% Mindpower: +8 (+4 eff.) Mental crit. chance: +6% Kinetic energies are focussed in the core of this mindstar. |
blazebringer's hardened leather sling of piercing blazebringer's hardened leather sling of piercingRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +24 fire When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +7% fire / +7% all Global speed: +4% Slings are used to hurl stones or metal shots at your foes. |
caustic hardened leather sling caustic hardened leather slingRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +22 acid / +10 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +8% acid / +11% nature Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling mighty cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Lisetira' rough leather sling 'Lisetira'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 On weapon hit: * 10% chance to reduce armor by 34% When wielded/worn: Physical power: +6 (+2 eff.) Ammo reloads per turn: +3 Damage when hit (Melee): 4 acid Changes stats: +2 Str Changes damage: +3% acid Slings are used to hurl stones or metal shots at your foes. |
Chalitodor the yew magestaff (20-24 power, 4 apr, fire element) Chalitodor the yew magestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% light Changes resistances penetration: +20% acid Changes damage: +3% blight / +20% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spell save: +12 (+5 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
blighted yew magestaff (20-24 power, 4 apr, arcane element) blighted yew magestaff (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
ethereal yew magestaff of wizardry (20-24 power, 4 apr, lightning element) ethereal yew magestaff of wizardry (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +16 (+8 eff.) Changes stats: +3 Mag / +1 Wil Changes damage: +20% lightning Talent granted: +1 Command Staff Maximum mana: +24.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +3% Damage Shield penetration: +10% Damage Shield Power: +8% Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of might (22-26 power, 4 apr, physical element) potent yew starstaff of might (22-26 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +22% physical Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff of fate (20-24 power, 4 apr, blight element) surging yew vilestaff of fate (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Runudin' (20-24 power, 4 apr, acid element) yew vilestaff 'Runudin' (20-24 power, 4 apr, acid element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +3% temporal / +12% light / +9% cold Changes damage: +20% acid / +3% mind Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 113.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Band of Protection Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Steampower: +5 (+3 eff.) It can be used to generate a personal shield that absorbs up to 154 damage and damages attackers striking the wearer for 19 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +7% lightning / +6% temporal Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
dreamer's cashmere robe of corrosion (+22%) (0 def, 0 armour) dreamer's cashmere robe of corrosion (+22%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +22% acid / +11% darkness / +10% mind / +11% all Changes damage: +15% acid Physical save: +13 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +23 (+11 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (3 def, 2 armour) spellwoven linen robe of protection (3 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Changes resistances: +7% all Physical save: +16 (+5 eff.) Spell save: +17 (+7 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Coalfame (0 def, 2 armour) Coalfame (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 cold Changes resistances: +3% darkness / +7% cold Changes resistances penetration: +10% mind Changes damage: +9% mind / +5% cold Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of spellstriking (0 def, 1 armour) rough leather gloves of spellstriking (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Changes damage: +4% arcane Spellpower: +5 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
warlord's hardened leather hat of dexterity (+4) (0 def, 3 armour) warlord's hardened leather hat of dexterity (+4) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +4 Wil Changes resistances: +7% physical Physical save: +7 (+2 eff.) A hat made of leather. Very stylish. |
steel shield 'Pitchthorn' (0 def, 4 armour, 41 block) steel shield 'Pitchthorn' (0 def, 4 armour, 41 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Effects when hit in melee: * 12% chance to reduce armor by 34% On shield block: * Deals 121 light and fire damage to each enemy blocked Changes stats: +2 Con Changes resistances: +12% acid / +5% fire / +7% light Maximum wards: +4 lightning / +4 temporal / +4 darkness / +5 fire / +4 nature / +4 blight / +5 cold / +4 arcane / +4 light Changes damage: +3% fire Talents granted: +1 Ward +1 Block Handheld deflection devices. |
deadly quiver of ash arrows of accuracy (20/20, 29-41 power, 7 apr) deadly quiver of ash arrows of accuracy (20/20, 29-41 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 29.0 - 40.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of elm arrows (43/43, 14-19 power, 5 apr) high-capacity quiver of elm arrows (43/43, 14-19 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 43 When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows (17/17, 22-31 power, 7 apr) psychokinetic quiver of ash arrows (17/17, 22-31 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage Damage (Ranged): +8 physical Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of amnesia (16/16, 22-31 power, 7 apr) quiver of ash arrows of amnesia (16/16, 22-31 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of paradox (17/17, 36-50 power, 10 apr) quiver of yew arrows of paradox (17/17, 36-50 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +15 temporal Arrows are used with bows to pierce your foes to death. |
storming quiver of elm arrows of wind (14/18, 15-21 power, 5 apr) storming quiver of elm arrows of wind (14/18, 15-21 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage Travel speed: +200% Damage (Ranged): +14 lightning Damage (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
60 alchemist agate 60 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethovena the iron pickaxe (dig speed 38 turns) Bethovena the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil Changes resistances: +11% nature Changes damage: +5% nature / +6% physical Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of steel shots of crippling (14/14, 30-35 power, 2 apr) barbed pouch of steel shots of crippling (14/14, 30-35 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.5 - 35.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +18.5% Capacity: 14 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Murkwasp' (14/14, 42-51 power, 3 apr) pouch of dwarven-steel shots 'Murkwasp' (14/14, 42-51 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 14 Damage (Ranged): +12 darkness / +8 fire Damage (radius 1) on hit: +12 light / +12 fire Damage (radius 2) on crit: +4 darkness Shots are used with slings to pummel your foes to death. |
thought-forged pouch of iron shots of accuracy (20/20, 14-17 power, 1 apr) thought-forged pouch of iron shots of accuracy (20/20, 14-17 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 12% chance to reduce all saves and defense by 19 Damage (Ranged): +5 mind Shots are used with slings to pummel your foes to death. |
iron torque of psionic shield [power 23] (25 cooldown) iron torque of psionic shield [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (15 cooldown) steel torque of mindblast [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Manadas [power 170] (15 cooldown) Manadas [power 170] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 34% Changes resistances: +9% temporal / +6% nature / +6% darkness Changes damage: +3% acid It can be used to fire a magical bolt dealing 170 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shadowwolf [power 206] (15 cooldown) Shadowwolf [power 206] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Maximum wards: +3 mind / +3 temporal / +3 darkness / +3 arcane Changes resistances penetration: +20% darkness Changes damage: +3% darkness Talent granted: +1 Ward Critical mult.: +20.00% Mana each turn: +0.12 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm [power 194] (15 cooldown) ash wand of lightning storm [power 194] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of shielding [power 116] (20 cooldown) evasive elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating elm wand of conjuration [power 105] (15 cooldown) innervating elm wand of conjuration [power 105] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 131 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 15
74th Dusk 122nd year of Ascendancy at 18:34 see stats
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 16
5th Haze 122nd year of Ascendancy at 07:12 see stats
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 10
9th Flare 122nd year of Ascendancy at 22:58 see stats
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 20
54th Regrowth 123rd year of Ascendancy at 07:30 see stats
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 12
3rd Dusk 122nd year of Ascendancy at 15:03 see stats
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 9
7th Flare 122nd year of Ascendancy at 09:35 see stats
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 21
5th Pyre 123rd year of Ascendancy at 20:19 see stats
By Skelita 2 Adv Roguelike the Skeleton Adventurer level 19
47th Regrowth 123rd year of Ascendancy at 18:29 see stats
Log
Deadly Poison from Skelita 2 Adv Roguelike hits Iceblock for 15 nature damage.
Melee retaliation hits Iceblock for 6 lightning, 5 darkness, 3 nature (13 total damage).
Skelita 2 Adv Roguelike is free from the ice.
Skelita 2 Adv Roguelike casts Rune: Shielding.
A shield forms around Skelita 2 Adv Roguelike.
Skelita 2 Adv Roguelike uses Re-assemble.
Xeronor the ghoul uses Charged Strike.
Skelita 2 Adv Roguelike shrugs off the effect 'Shocked'!
Melee retaliation hits Xeronor the ghoul for (2 to psi shield), 1 lightning, (2 to psi shield), 1 darkness, 1 nature (3 total damage).
Skelita 2 Adv Roguelike receives 189 healing from Re-assemble.
Xeronor the ghoul hits Skelita 2 Adv Roguelike for (141 absorbed), 0 lightning, (19 absorbed), 0 physical, (81 absorbed), 0 lightning (0 total damage).
Lisitta the blue ooze throws a finishing uppercut.
Your shield crumbles under the damage!
The shield around Skelita 2 Adv Roguelike crumbles.
Skelita 2 Adv Roguelike slows down.
Skelita 2 Adv Roguelike is stunned!
Melee retaliation hits Lisitta the blue ooze for (5 flat reduction), 0 lightning, (5 flat reduction), 0 darkness, (2 flat reduction), 0 nature (0 total damage).
Lisitta the blue ooze hits Skelita 2 Adv Roguelike for (38 absorbed), 96 physical, 14 arcane (109 total damage).
Xeronor the ghoul's Beyond the Flesh hits Skelita 2 Adv Roguelike for 94 physical, 19 physical (113 total damage).
Rotting Disease from Xeronor the ghoul hits Skelita 2 Adv Roguelike for 21 blight damage.
Poison from Skelita 2 Adv Roguelike hits Xeronor the ghoul for 4 nature damage.
Deadly Poison from Skelita 2 Adv Roguelike hits Xeronor the ghoul for 3 nature damage.
Skelita 2 Adv Roguelike receives 1 healing from Deadly Poison from Skelita 2 Adv Roguelike.
Melee retaliation hits Xeronor the ghoul for (1 to psi shield), 1 lightning, (1 to psi shield), 1 darkness, 0 nature (2 total damage).
Xeronor the ghoul uses Kinetic Strike.
Skelita 2 Adv Roguelike resists the pin!
Xeronor the ghoul hits Skelita 2 Adv Roguelike for 218 physical damage.
Melee retaliation hits Xeronor the ghoul for (1 to psi shield), 1 lightning, (1 to psi shield), 1 darkness, 0 nature (2 total damage).
Skelita 2 Adv Roguelike the level 23 skeleton adventurer was mutilated to death by Xeronor the ghoul on level 2 of Tempest Peak.