










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 91 / 1% |
Size | medium |
Lifes / Deaths | Killed by Spellblaze Simulacrum at level 25 on the 13rd Dusk 122nd year of Ascendancy at 09:26 5 / 2Killed by Rthira the Invader at level 68 on the 68th Haze 122nd year of Ascendancy at 19:18 |
Primary Stats
Strength | 80 (base 13) |
Dexterity | 141 (base 70) |
Constitution | 70 (base 47) |
Magic | 181 (base 100) |
Willpower | 34 (base 10) |
Cunning | 146 (base 80) |
Resources
Life | 3255/3255 |
Mana | 550/550 |
Stamina | 420/420 |
Healing Factor | 1.3772792565121 |
Regeneration | 0.34431981412802 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +111.48560862472% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17.04777716778 |
Infravision | 5 |
See Stealth | 71.912552779023 |
See Invisible | 74.912552779023 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 112 |
Accuracy | 86 |
Crit Chance | 105% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 86 |
Crit Chance | 110% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 110 |
Crit Chance | 86% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +37% |
Blight | +19% |
Arcane | +37% |
Cold | +11% |
All | +7% |
Lightning | +175% |
Light | +21% |
Temporal | +13% |
Physical | +11% |
Mind | +16% |
Fire | +27% |
Nature | +17% |
Offense: Damage Penetration
Acid | +30% |
Blight | +15% |
Arcane | +10% |
Cold | +25% |
All | 0% |
Lightning | +75% |
Temporal | +15% |
Physical | +20% |
Mind | +37% |
Defense: Base
Armour (hardiness) | 68.18208725157 (30%) |
Defense | 74 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 53 |
Mental Save | 49 |
Defense: Resistances
Blight | + 39%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 41%( 70%) |
All | + 30%( 70%) |
Lightning | + 70%( 70%) |
Light | + 41%( 70%) |
Temporal | + 51%( 70%) |
Darkness | + 40%( 70%) |
Mind | + 47%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 90% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 50% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1576 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 13 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 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 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Cunning stat. |
Class Talents
Spell / Air | 1.50 |
| 9/5 |
| 9/5 |
| 8/5 |
| 6/5 |
Spell / Enhancement | 1.50 |
| 1/5 |
| 1/5 |
| 7/5 |
| 9/5 |
Technique / Magical combat | 1.50 |
| 8/5 |
| 6/5 |
| 6/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 7/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 6/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 1/5 |
| 5/5 |
| 8/5 |
| 7/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Feather Wind |
talent | Shock Hands |
talent | Stone Skin |
talent | Shielding |
talent | Fiery Hands |
detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
Proceed directly to the next Infinite Dungeon level in less than 218 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 100): Rush Hour (218)Turns left: 108 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 101): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 105): Near SightedYou completed the challenge and received: Random Artifact: Arcstreak (111% power, 3 apr, arcane element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 106): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Xaldawen the dreaming horror'. Infinite Dungeon Challenge (Level 108): Dream HunterYou completed the challenge and received: Random Artifact: Tempestpain (109% power, 3 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 278 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 109): Rush Hour (278)Turns left: 114 You completed the challenge and received: Random Artifact: Glowsweeper (0 def, 6 armour, 80 block) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 110): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 111): ExterminatorYou completed the challenge and received: Random Artifact: Voidbrand (134% power, 9 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 112): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 115): Mirror MatchYou completed the challenge and received: Random Artifact: Cureblast (102% power, 24 apr, mind damage) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 119): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 122): ExterminatorYou completed the challenge and received: Random Artifact: Stormshear (134% power, 4 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 123): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 542 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 124): Rush Hour (542)Turns left: 400 You completed the challenge and received: Random Artifact: Demonvagrant | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 14): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 17): Near SightedYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 18): PacifistYou completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: Random Artifact: Shinerock (91% power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: Random Artifact: Duvoyon (111% power, 3 apr, arcane element) | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 22): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 24): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): ExterminatorYou completed the challenge and received: Random Artifact: Torchwalker (116% power, 8 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (185)Turns left: 78 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 33): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 36): ExterminatorYou completed the challenge and received: Random Artifact: Daykiller | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 37): Mirror MatchYou completed the challenge and received: Random Artifact: Prismquake (133% power, 5 apr, acid element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: Random Artifact: Blastbliss (0 def, 1 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 43): Near SightedYou completed the challenge and received: Random Artifact: Rainshaper | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 44): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 47): Headhunter0 / 2 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 48): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 54): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 55): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 57): Near SightedYou completed the challenge and received: Random Artifact: Spider-Silk Robe of Spydrë (10 def, 15 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 80 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 59): Rush Hour (80)Turns left: 73 You completed the challenge and received: Random Artifact: Carrionstun (0 def, 15 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 61): ExterminatorYou completed the challenge and received: Random Artifact: Kindlespawn | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 63): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 65): ExterminatorYou completed the challenge and received: Random Artifact: Kor's Fall (100% power, 0 apr, darkness element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 66): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 67): ExterminatorYou completed the challenge and received: Random Artifact: Rotwisp (129% power, 5 apr, cold element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 69): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Layith (98% power, 10 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 72): ExterminatorYou completed the challenge and received: Random Artifact: Frozenslice (148% power, 6 apr) | done |
Wake up and kill the dreaming horror boss 'Salabeth the dreaming horror'. Infinite Dungeon Challenge (Level 77): Dream HunterYou completed the challenge and received: Random Artifact: Gorelach (102% power, 4 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 80): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Glarebraze (20/20, 125% power, 18 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 83): Mirror MatchYou completed the challenge and received: Random Artifact: Freezequencher (15 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 84): Exterminator | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 85): Near SightedYou completed the challenge and received: Random Artifact: Winterwaker (140% power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Mayasemira the dreaming horror'. Infinite Dungeon Challenge (Level 89): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: Random Artifact: Willowsorrow (0 def, 7 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 91): ExterminatorYou completed the challenge and received: Random Artifact: Daneth's Neckguard | done |
Proceed directly to the next Infinite Dungeon level in less than 125 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 92): Rush Hour (125)Turns left: 76 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Ginne the dreaming horror'. Infinite Dungeon Challenge (Level 94): Dream HunterYou completed the challenge and received: Random Artifact: Eclipsepulverizer (20 def, 0 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 95): Mirror MatchYou completed the challenge and received: Random Artifact: Ebonyhacker (103% power, 3 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 146 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 96): Rush Hour (146)Turns left: 30 You completed the challenge and received: Random Artifact: Curemaster (171% power, 4 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 167 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 97): Rush Hour (167)Turns left: 108 You completed the challenge and received: Random Artifact: Daneth's Neckguard | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 98): PacifistYou completed the challenge and received: +1 Class Point and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 99): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Changes stats: +3 Mag / +7 Wil / +2 Cun Changes resistances penetration: +15% acid Changes damage: +9% acid Mental save: +15 (+5 eff.) Silence immunity: +49% Confusion immunity: +47% Stun/Freeze immunity: +36% Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Mental crit. chance: +3% Infravision radius: +3 It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 18 turns. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +12 Changes stats: +3 Dex / +2 Mag / +2 Wil Changes resistances: +14% darkness Changes damage: +14% light Damage affinity(heal): +5% light Critical mult.: +10.00% Blindness immunity: +50% Confusion immunity: +27% Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +76.00 Maximum stamina: +30.00 Light radius: +13 See stealth: +20 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 5.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +22 Defense: +3 (+1 eff.) Changes stats: +4 Mag Changes resistances: +28% lightning / +15% temporal / +15% light / +12% blight Changes damage: +46% lightning Light radius: +4 A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% mind Changes damage: +6% arcane Mana each turn: +0.12 Spellpower: +20 (+4 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 440 Activation puts all charms on cooldown for 11 turns. When used: * Reduce fatigue by 60% for 2 turns. * Increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.4 Power cost: 5 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 401.04 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 6 nature Changes stats: +13 Str / +8 Mag / +7 Cun / +7 Con Changes damage: +12% lightning Critical mult.: +10.00% Silence immunity: +50% Mana each turn: +0.36 Only die when reaching: -60.00 life Spellpower: +10 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes damage: +9% arcane / +12% blight Critical mult.: +22.10% Spell save: +15 (+5 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +16% Mana when firing critical spell: +2.21 Spellpower on spell critical (stacks up to 3 times): +11 Spell crit. chance: +7% Mindpower: +8 (+2 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +9.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 29% chance to reduce armor by 52% * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 temporal Changes stats: +5 Mag / +10 Cun / +9 Con Changes resistances penetration: +15% acid / +15% temporal Changes damage: +18% acid / +6% temporal / +42% lightning / +6% fire Talent granted: +1 Command Staff Critical mult.: +30.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +9% Reduces paradox anomalies(equivalent to willpower): +10 Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Defense: +20 (+5 eff.) Changes stats: +13 Dex Changes resistances: +10% lightning / +14% temporal Changes resistances penetration: +15% blight / +20% physical Changes damage: +9% mind Critical mult.: +20.00% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +45 cold When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +11 Physical crit. chance: +15.0% Defense: +15 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% * 30 arcane resource burn Changes resistances: +18% mind / +15% cold Changes resistances penetration: +25% lightning / +25% cold Changes damage: +3% acid Critical mult.: +28.00% Disarm immunity: +50% Movement speed: +50% Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+9 eff.) Physical crit. chance: +7.0% Defense: +33 (+8 eff.) Changes stats: +6 Str / +7 Con Changes resistances penetration: +35% lightning / +37% mind Critical mult.: +25.00% Stamina each turn: +4.39 Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 3 darkness, 4 mind, 5 temporal 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. |
![]() 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: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
![]() 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: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
![]() 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: 20 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 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1145% for 10 turns (188 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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 and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1478% for 10 turns (243 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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: 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 1115% for 10 turns (184 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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 704% for 10 turns (116 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 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 1080% for 10 turns (178 total) and instantly restoring 54 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 130 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. 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. |
![]() 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: 20 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 408 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 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. |
![]() 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: 22 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 207 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 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. |
![]() 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: 20 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 315 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 4 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 648 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1411 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 6 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 76 up to 6 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 6 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 42 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Damage when hit (Melee): 10 light Changes resistances: +5% arcane Changes damage: +18% mind Critical mult.: +15.00% Mental save: +18 (+6 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +45 (+10 eff.) Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 42 Changes resistances: +24% cold / +17% mind / +7% arcane Changes resistances penetration: +37% mind Reduces incoming crit damage: 22.35% Confusion immunity: +36% Stun/Freeze immunity: +30% Psi when hit: +0.36 Hate when firing a critical mind attack: +7.45 Only die when reaching: -100.00 life Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce armor by 52% Changes stats: +9 Dex / +4 Wil / +7 Cun / +10 Con Changes resistances: +15% lightning Changes damage: +6% mind Life regen: +4.00 Stamina each turn: +0.80 Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 Mindpower: +20 (+6 eff.) Movement speed: +10% Amulets make your neck look great! |
![]() Powered 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, 803 strength, based on Magic) for 5 turns Activation costs 17 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. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex / +6 Con Changes resistances: +3% fire / +30% light / +30% darkness Changes resistances penetration: +20% light Changes damage: +12% darkness / +21% fire Physical save: +20 (+8 eff.) Blindness immunity: +50% Life regen: +9.00 Maximum life: +60.00 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 42 power out of 60/60) : Effective talent level: 2.0 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 35 power out of 80/80) : Effective talent level: 1.0 Power cost: 35 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% fire / +19% cold Talent masteries: +0.33 Spell / Conveyance +0.33 Spell / Air Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +22 (+8 eff.) Spell save: +18 (+6 eff.) Mental save: +21 (+7 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +4 Physical power: +44 (+9 eff.) Armour: +24 Defense: +20 (+5 eff.) Changes resistances penetration: +37% physical Blindness immunity: +28% Disease immunity: +29% Stun/Freeze immunity: +29% Teleport immunity: +29% Only die when reaching: -117.59 life Maximum life: +146.99 Infravision radius: +9 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +40 (+9 eff.) Effects on melee hit: * 26% chance to slow global speed by 58% Changes stats: +2 Dex / +6 Mag / +5 Wil / +3 Cun / +37 Lck Changes resistances: +30% fire / +30% cold Reduce all damage from unseen attackers: 35% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Physical power: +48 (+9 eff.) Armour: +20 Changes stats: +20 Dex / +5 Mag Changes resistances: +8% arcane / +9% temporal Changes resistances penetration: +40% lightning Changes damage: +15% lightning Physical save: +29 (+11 eff.) Infravision radius: +5 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 35% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning Changes resistances: +33% lightning / +24% nature / +18% light Changes resistances penetration: +44% lightning / +40% temporal / +44% light / +44% blight Changes damage: +27% blight / +12% nature / +15% lightning Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +28% nature / +28% fire Changes damage: +30% lightning / +33% nature Mental save: +6 (+2 eff.) Confusion immunity: +27% Rings make your fingers look great! |
![]() Demonvagrant Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to reduce damage dealt by 25% Damage when hit (Melee): 2 light / 2 cold Changes stats: +7 Str / +1 Dex / +7 Mag / +1 Cun / +2 Con Changes resistances: +18% acid / +19% fire / +28% cold / +22% lightning Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +3% cold Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +35% Maximum life: +35.00 Light radius: +1 Infravision radius: +3 See invisible: +9 Rings make your fingers look great! |
![]() Powered 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 (+2 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 145.91 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 1 turn(s) Activation costs 23 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. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+16 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +17 Armour: +6 Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Changes resistances: +29% nature / +12% temporal Changes resistances penetration: +37% light Physical save: +26 (+10 eff.) Silence immunity: +32% Mana each turn: +0.22 Maximum stamina: +43.89 Rings make your fingers look great! |
![]() Powered 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 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 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. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 6 lightning Changes stats: +5 Dex Changes resistances: +26% fire Changes resistances penetration: +15% blight Changes damage: +13% fire Silence immunity: +27% Mana each turn: +0.16 Damage Shield penetration: +30% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +28 (+6 eff.) Changes stats: +17 Str / +19 Con Changes resistances: +24% blight Changes resistances penetration: +15% acid / +10% physical Changes damage: +18% blight Critical mult.: +25.00% Maximum stamina: +40.00 Rings make your fingers look great! |
![]() Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +19 temporal When wielded/worn: Changes resistances: +8% physical / +13% temporal / +18% light / +5% arcane Changes resistances penetration: +20% lightning Silence immunity: +20% Sharp, short and deadly. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 28 power out of 50/50) : Effective talent level: 2.0 Power cost: 28 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 31.89 acid and 27.70 blight damage. If not cleared after five turns it will inflict 157.29 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 25% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +10% Damage (Melee): +4 lightning / +4 arcane Damage (radius 1) on hit: +8 darkness / +17 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 lightning / 4 darkness Changes resistances: +6% darkness / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +3% arcane Spell save: +3 (+1 eff.) Mana each turn: +0.04 Mana when firing critical spell: +1.00 Maximum mana: +40.00 Maximum vim: +40.00 Sharp, short and deadly. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 2 cold Changes damage: +30% lightning / +6% cold / +9% light Talent granted: +1 Command Staff Spell save: +6 (+2 eff.) Pinning immunity: +27% Stun/Freeze immunity: +20% Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -60.00 life Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Talent on hit(spell): Manathrust (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +10 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun Changes resistances penetration: +25% fire Changes damage: +24% mind Physical save: +13 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +21 Mag / +2 Wil / +5 Cun / +7 Con Physical save: +15 (+6 eff.) Mana each turn: +1.11 Vim when firing critical spell: +2.00 Maximum mana: +116.00 Spell crit. chance: +5% Mindpower: +12 (+4 eff.) Damage Shield penetration: +30% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +6% darkness / +3% temporal Changes damage: +12% nature Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Silence immunity: +20% Healing mod.: +15% Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 10 arcane Changes resistances: +12% fire / +5% arcane / +8% cold Changes resistances penetration: +20% arcane Changes damage: +6% lightning / +15% arcane A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 685.98 cold damage and condensing the air into freezing vapors that deal 228.66 cold damage (based on Magic) each turn for 10 turns Activation costs 21 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 42 power out of 60/60) : Effective talent level: 1.3 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 205.49 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances penetration: +7% arcane Changes damage: +13% arcane Critical mult.: +13.00% Maximum mana: +72.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +36% lightning / +21% acid / +24% cold / +12% blight / +27% fire / +12% mind / +13% all Changes damage: +24% lightning / +12% arcane Silence immunity: +28% Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +19% darkness / +19% mind / +15% all Physical save: +20 (+8 eff.) Spell save: +16 (+5 eff.) Mental save: +32 (+11 eff.) Mana each turn: +0.39 Maximum mana: +97.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +14% 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. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag / +6 Wil Changes resistances: +43% lightning / +13% cold / +13% all Changes damage: +42% lightning / +9% physical / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 23 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to reduce armor by 52% Damage when hit (Melee): 12 arcane / 15 acid Changes resistances: +18% lightning / +11% fire / +7% arcane / +11% cold Changes resistances penetration: +35% lightning / +30% arcane Changes damage: +21% lightning / +24% mind / +27% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Str / +2 Con Changes resistances: +9% lightning / +6% temporal It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Mag Changes resistances: +15% lightning / +15% temporal Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +12 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage (Melee): 13 nature Changes stats: +5 Dex / +4 Mag / +8 Cun Changes resistances: +11% darkness / +8% nature / +8% light Changes resistances penetration: +10% darkness Changes damage: +9% nature / +15% lightning Infravision radius: +1 When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (radius 2) on crit: +22 darkness / +9 nature / +33 light It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Damage (Melee): 5 fire Damage when hit (Melee): 2 mind Changes resistances: +5% fire Changes resistances penetration: +5% acid Changes damage: +6% acid / +3% fire When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Changes stats: +8 Mag Changes resistances: +3% physical Critical mult.: +20.00% Life regen: +5.00 Stamina each turn: +1.40 Maximum stamina: +14.00 Infravision radius: +3 When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Power: 101% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Changes stats: +2 Str Changes resistances: +6% light / +6% cold Changes resistances penetration: +15% lightning Spell save: +9 (+3 eff.) When used to modify unarmed attacks: Power: 105% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Power: 90% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 6 arcane Changes stats: +7 Mag / +3 Wil Changes resistances: +4% arcane Changes damage: +3% arcane Mana each turn: +0.14 Spellpower: +15 (+3 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +18 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Con Physical save: +17 (+7 eff.) Spell save: +3 (+1 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +35% Mana each turn: +0.21 Spellpower: +8 (+2 eff.) Spell crit. chance: +8% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +9 arcane / +12 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 3.9 Power cost: 21 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 14 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +18 Mag / +4 Wil / +18 Con Changes resistances: +30% nature Changes damage: +6% blight / +20% nature / +9% mind / +38% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spellpower: +30 (+5 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 5.0 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Armour: +3 Fatigue: +5% Changes stats: +4 Str / +19 Con Changes resistances: +12% blight Changes resistances penetration: +20% light Critical mult.: +25.62% Physical save: +23 (+9 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 58% * 30% chance to reduce armor by 52% Damage when hit (Melee): 15 lightning Changes stats: +3 Str / +9 Con Changes resistances: +24% acid Changes resistances penetration: +20% lightning / +25% fire Changes damage: +12% lightning Light radius: +4 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 42 Changes stats: +7 Str Changes resistances: +6% blight Changes resistances penetration: +15% blight / +18% physical / +10% fire Changes damage: +6% blight Maximum life: +32.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 56 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 70 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +5 Dex / +5 Wil / +3 Con Changes resistances: +10% cold / +6% arcane / +9% temporal Changes resistances penetration: +15% all Changes damage: +12% arcane Light radius: +12 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 18 power out of 25/25) : Effective talent level: 2.0 Power cost: 18 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 259.81 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 259.81 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 176.55 darkness damage (based on Mindpower and charge) Activation costs 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Mag / +9 Wil / +3 Cun / +3 Con Changes resistances: +6% fire / +10% cold / +7% arcane / +19% temporal Changes damage: +15% mind Blindness immunity: +50% Confusion immunity: +30% Light radius: +13 Infravision radius: +2 See stealth: +22 See invisible: +24 Healing mod.: +15% Defense after a teleport: +17 Resist all after a teleport: +20% New effects duration reduction after a teleport: +19% It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 4.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 14 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 840.31 fire damage (based on Magic) Activation costs 35 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 231% of the healing done. This effect scales with your Magic stat. Activation costs 52 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +44 (+10 eff.) Damage when hit (Melee): 15 lightning Changes stats: +9 Con Changes resistances penetration: +37% acid Changes damage: +18% physical Knockback immunity: +29% Maximum life: +147.14 It can be used to setup a psionic shield, reducing all damage taken by 169 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +27% arcane Changes damage: +18% mind / +15% fire Spell save: +9 (+3 eff.) Psi when hit: +0.20 Mana when firing critical spell: +2.15 Spellpower on spell critical (stacks up to 3 times): +6 Maximum psi: +53.86 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +3% darkness Changes resistances penetration: +10% arcane It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 42 Damage when hit (Melee): 4 mind Changes damage: +15% mind Critical mult.: +20.00% Maximum hate: +6.00 Mindpower: +30 (+10 eff.) Mental crit. chance: +2% It can be used to heal yourself and all friendly characters within 10 spaces for 380 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Defense: +30 (+7 eff.) Damage when hit (Melee): 4 darkness Changes damage: +6% darkness Poison immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 15, power 115 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 42 Damage when hit (Melee): 8 blight Changes stats: +5 Mag Changes resistances: +21% fire Changes resistances penetration: +10% arcane / +15% fire Spellpower on spell critical (stacks up to 3 times): +10 It can be used to fire a magical bolt dealing 1198 lightning damage Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 24% for 2 turns. * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +18% acid / +21% temporal / +24% blight / +15% mind / +7% arcane Changes resistances penetration: +37% lightning Disease immunity: +30% Mental crit. chance: +10% Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% It can be used to reveal the area around you, dispelling darkness (radius 15, power 115 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 850 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered 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 Activation costs 21 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 The wanderer the Skeleton Arcane Blade level 15
5th Flare 122nd year of Ascendancy at 18:32 see stats
By The wanderer the Skeleton Arcane Blade level 41
65th Dusk 122nd year of Ascendancy at 15:48 see stats
By The wanderer the Skeleton Arcane Blade level 43
70th Dusk 122nd year of Ascendancy at 07:01 see stats
By The wanderer the Skeleton Arcane Blade level 82
2nd Regrowth 123rd year of Ascendancy at 07:04 see stats
By The wanderer the Skeleton Arcane Blade level 38
56th Dusk 122nd year of Ascendancy at 01:10 see stats
By The wanderer the Skeleton Arcane Blade level 77
2nd Allure 123rd year of Ascendancy at 17:36 see stats
By The wanderer the Skeleton Arcane Blade level 22
9th Dusk 122nd year of Ascendancy at 23:42 see stats
By The wanderer the Skeleton Arcane Blade level 38
58th Dusk 122nd year of Ascendancy at 03:31 see stats
By The wanderer the Skeleton Arcane Blade level 11
2nd Summertide 122nd year of Ascendancy at 20:40 see stats
By The wanderer the Skeleton Arcane Blade level 77
2nd Allure 123rd year of Ascendancy at 15:40 see stats
By The wanderer the Skeleton Arcane Blade level 22
8th Dusk 122nd year of Ascendancy at 05:17 see stats
By The wanderer the Skeleton Arcane Blade level 31
32nd Dusk 122nd year of Ascendancy at 22:18 see stats
By The wanderer the Skeleton Arcane Blade level 38
56th Dusk 122nd year of Ascendancy at 12:32 see stats
By The wanderer the Skeleton Arcane Blade level 45
76th Dusk 122nd year of Ascendancy at 17:18 see stats
By The wanderer the Skeleton Arcane Blade level 53
27th Haze 122nd year of Ascendancy at 07:13 see stats
By The wanderer the Skeleton Arcane Blade level 59
42nd Haze 122nd year of Ascendancy at 01:54 see stats
By The wanderer the Skeleton Arcane Blade level 65
61st Haze 122nd year of Ascendancy at 00:53 see stats
By The wanderer the Skeleton Arcane Blade level 73
2nd Decay 122nd year of Ascendancy at 13:22 see stats
By The wanderer the Skeleton Arcane Blade level 47
2nd Haze 122nd year of Ascendancy at 06:47 see stats
By The wanderer the Skeleton Arcane Blade level 10
9th Mirth 122nd year of Ascendancy at 05:38 see stats
By The wanderer the Skeleton Arcane Blade level 20
2nd Dusk 122nd year of Ascendancy at 10:24 see stats
By The wanderer the Skeleton Arcane Blade level 30
27th Dusk 122nd year of Ascendancy at 09:19 see stats
By The wanderer the Skeleton Arcane Blade level 40
62nd Dusk 122nd year of Ascendancy at 07:08 see stats
By The wanderer the Skeleton Arcane Blade level 50
11st Haze 122nd year of Ascendancy at 08:19 see stats
By The wanderer the Skeleton Arcane Blade level 70
76th Haze 122nd year of Ascendancy at 03:02 see stats
By The wanderer the Skeleton Arcane Blade level 27
21st Dusk 122nd year of Ascendancy at 12:34 see stats
By The wanderer the Skeleton Arcane Blade level 15
5th Flare 122nd year of Ascendancy at 19:28 see stats
By The wanderer the Skeleton Arcane Blade level 78
2nd Allure 123rd year of Ascendancy at 18:23 see stats
By The wanderer the Skeleton Arcane Blade level 27
18th Dusk 122nd year of Ascendancy at 10:47 see stats
By The wanderer the Skeleton Arcane Blade level 47
3rd Haze 122nd year of Ascendancy at 16:19 see stats
By The wanderer the Skeleton Arcane Blade level 28
23rd Dusk 122nd year of Ascendancy at 18:01 see stats
By The wanderer the Skeleton Arcane Blade level 19
9th Flare 122nd year of Ascendancy at 20:14 see stats
By The wanderer the Skeleton Arcane Blade level 85
8th Regrowth 123rd year of Ascendancy at 12:56 see stats
Log
Talent Cauterize is ready to use.
Resting starts...
The wanderer is no longer surging arcane power.
Talent Track is ready to use.
The wanderer uses Track.
Talent Arcane Reconstruction is ready to use.
Talent Track is ready to use.
The wanderer uses Track.
Rested for 25 turns (stop reason: all resources and life at maximum).
You gain 3.82 gold from the transmogrification of fortifying steel plate armour (0 def, 9 armour).
You gain 7.35 gold from the transmogrification of radiant reinforced leather armour of the deep (12 def, 12 armour).
You gain 6.81 gold from the transmogrification of multi-hued hardened leather armour of the deep (9 def, 10 armour).
You gain 7.06 gold from the transmogrification of fearforged stralite mail armour (4 def, 8 armour).
You gain 25.00 gold from the transmogrification of voratun helm 'Toritar' (0 def, 5 armour).
You gain 3.54 gold from the transmogrification of hardened leather cap of ire (0 def, 3 armour).
You gain 4.33 gold from the transmogrification of naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour).
You gain 25.00 gold from the transmogrification of Isyvena the Lavakin (0 def, 5 armour).
You gain 10.58 gold from the transmogrification of magewarrior's short elven-wood starstaff of power (129% power, 5 apr, physical element).
You gain 8.18 gold from the transmogrification of warbringer's voratun dagger (148% power, 9 apr).
You gain 4.18 gold from the transmogrification of truestriking dwarven-steel dagger (114% power, 7 apr).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Quest 'Infinite Dungeon Challenge (Level 124): Rush Hour (542)' is done! (Press 'j' to see the quest log)
The wanderer has received: Random Artifact: Demonvagrant.
Quest 'Infinite Dungeon Challenge (Level 124): Rush Hour (542)' completed! (Press 'j' to see the quest log)
Saving game...
Saving done.
The furious lightning storm around The wanderer calms down and disappears.