Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 33 / 92% |
Size | medium |
Lifes / Deaths | Killed by Half-Finished Bone Giant at level 4 on the 77th Pyre 122nd year of Ascendancy at 09:37 4 / 2Killed by Emurewyn the temporal stalker at level 21 on the 70th Haze 122nd year of Ascendancy at 13:07 |
Primary Stats
Strength | 299 (base 33) |
Dexterity | 70 (base 54) |
Constitution | 273 (base 21) |
Magic | 92 (base 44) |
Willpower | 115 (base 55) |
Cunning | 75 (base 60) |
Resources
Mana | 447/447 |
Vim | 198/198 |
Life | 1812/1812 |
Stamina | 458/458 |
Hate | 55/100 |
Healing Factor | 1.890519187359 |
Regeneration | 8.6190080064577 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +145% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 4 |
See Invisible | 29 |
Offense: Mainhand
Damage | 440 |
Accuracy | 63 |
Crit Chance | 29% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Nature | +9% |
Mind | +15% |
Lightning | +9% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Fire | +15% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 34 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 92 |
Spell Save | 66 |
Mental Save | 56 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 29%( 70%) |
Physical | + 24%( 70%) |
Cold | + 31%( 70%) |
All | + 15%( 70%) |
Lightning | + 28%( 70%) |
Light | + 33%( 70%) |
Temporal | + 39%( 70%) |
Mind | + 35%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 18%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 82% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 37% |
Bleed Resistance | 100% |
Disarm Resistance | 80% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 610.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 1115 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 21. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cursed / Slaughter | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 2.40 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Discord |
talent | Premonition |
talent | Cleave |
talent | Essence of Speed |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 725. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. * You've found the needed naga tongue. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Gevena the pair of dwarven-steel boots (0 def, 4 armour) Gevena the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -7% Changes stats: +3 Cun Changes resistances: +6% blight Maximum encumbrance: +60 Physical save: +46 (+9 eff.) Silence immunity: +22% Disarm immunity: +5% Confusion immunity: +31% Stun/Freeze immunity: +32% Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Beykan the alchemist's lamp Beykan the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +8% blight / +9% darkness / +9% mind / +3% light Physical save: +6 (+2 eff.) Mental save: +20 (+6 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +10 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 79 blight damage or heals 119 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Dayumbra (0 def, 3 armour) Dayumbra (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +4 Dex Changes resistances: +6% light / +12% acid Changes resistances penetration: +5% light Changes damage: +3% acid A cap made of leather. |
Tool | Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 199 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | Flamemaim the steel ring Flamemaim the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex Changes resistances: +6% acid / +3% fire Changes resistances penetration: +15% fire Changes damage: +12% fire Spell save: +9 (+2 eff.) Rings can have magical properties. |
On fingers | Jetire the gold ring Jetire the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +33% acid / +15% mind / +6% nature Changes damage: +12% acid / +15% mind Spell save: +30 (+8 eff.) Disarm immunity: +20% Pinning immunity: +35% Knockback immunity: +30% Maximum life: +28.00 Rings can have magical properties. |
Around waist | Malarion the hardened leather belt Malarion the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Mental save: +10 (+3 eff.) Silence immunity: +10% Confusion immunity: +25% Spellpower: +5 (+1 eff.) See invisible: +15 A belt that goes around your waist. |
In main hand | Mayugariatha (165% power, 3 apr) Mayugariatha (165% power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 31% chance to cause random gloom On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +24 mind / +16 darkness Damage against: +12% Living When wielded/worn: Physical crit. chance: +8.0% Changes stats: +6 Cun / +5 Wil Changes resistances: +2% physical Spell save: +6 (+2 eff.) Silence immunity: +5% Massive two-handed mauls. |
On hands | Aerann the Venomimmortal (0 def, 2 armour) Aerann the Venomimmortal (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% blight Changes resistances penetration: +5% nature Physical save: +13 (+3 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +55% Mana each turn: +0.18 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | reinforced leather armour 'Baredir' (4 def, 7 armour) reinforced leather armour 'Baredir' (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +0% Changes stats: +8 Str / +5 Wil / +2 Cun Changes resistances: +9% physical / +19% temporal / +14% darkness / +19% cold Light radius: +1 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Cloak | Blastrock the cashmere cloak (2 def, 0 armour) Blastrock the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances: +9% nature / +15% lightning Changes resistances penetration: +15% nature Changes damage: +9% nature / +9% lightning Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Toruhell the copper amulet Toruhell the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun / +2 Wil Changes resistances: +9% temporal Talent mastery: +0.10 Technique / Shield defense Spell save: +6 (+2 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the psychic (78 nature damage, 51% healing reduction)insidious poison infusion of the psychic (78 nature damage, 51% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 78.32 nature damage per turn for 7 turns, and reducing the target's healing received by 51%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the wizard (52 nature damage, 37% healing reduction)insidious poison infusion of the wizard (52 nature damage, 37% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 51.85 nature damage per turn for 7 turns, and reducing the target's healing received by 37%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the psychic (heal 527 over 5 turns)regeneration infusion of the psychic (heal 527 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 527 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the duelist (rad 6; power 56; turns 5; dispels darkness)sun infusion of the duelist (rad 6; power 56; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 56) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 9 for 9 turns)invisibility rune (power 9 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 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 become invisible (power 9) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 11; power 40; dur 4) phase door rune of the wizard (range 11; power 40; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. 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 ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the duelist (absorb 410 for 3 turns)shielding rune of the duelist (absorb 410 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 410 damage for 3 turns. 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 ability. |
shielding rune of the psychic (absorb 553 for 5 turns) shielding rune of the psychic (absorb 553 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 553 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 ability. |
shielding rune of the psychic (absorb 607 for 5 turns) shielding rune of the psychic (absorb 607 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 607 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 ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the sneak (absorb 609 for 5 turns)shielding rune of the sneak (absorb 609 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 609 damage for 5 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 ability. |
teleportation rune of the wizard (range 120) teleportation rune of the wizard (range 120)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. 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 ability. |
teleportation rune of the wizard (range 112) teleportation rune of the wizard (range 112)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. 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 ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the warrior (radius 13; dur 19; see animal)vision rune of the warrior (radius 13; dur 19; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 63) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any animal around. 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 ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 283 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
This item will automatically be transmogrified when you leave the level. Flashfury the stralite amuletFlashfury the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +9 Con Changes resistances: +30% acid Changes damage: +30% light Amulets can have magical properties. |
Morbusblast MorbusblastInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +7 Cun Changes resistances: +9% lightning Changes resistances penetration: +15% nature Changes damage: +30% nature Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. PhoenixwyrdPhoenixwyrd Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 arcane / 16 fire Changes stats: +5 Mag Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +10% acid / +25% fire Changes damage: +9% acid / +7% temporal / +7% light / +7% physical / +7% darkness Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. clarifying stralite amuletclarifying stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +13% mind Confusion immunity: +34% Amulets can have magical properties. |
Harikalthostir HarikalthostirInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes resistances: +30% nature Changes resistances penetration: +10% physical Changes damage: +15% nature Maximum stamina: +10.00 Rings can have magical properties. |
Kindlemortal the steel ring Kindlemortal the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Changes resistances penetration: +20% fire Changes damage: +15% arcane Physical save: +9 (+2 eff.) Spell save: +33 (+8 eff.) Mental save: +9 (+3 eff.) Life regen: +1.00 Maximum life: +55.00 Maximum stamina: +13.00 Spell crit. chance: +3% Healing mod.: +14% Rings can have magical properties. |
Startooth StartoothCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Dex Changes resistances: +12% light / +3% nature Changes damage: +9% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe 'Betaldaba' (172% power, 3 apr)stralite battleaxe 'Betaldaba' (172% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +6% temporal Mental save: +6 (+2 eff.) Disease immunity: +10% Silence immunity: +10% Confusion immunity: +20% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of erosion (153% power, 3 apr)stralite battleaxe of erosion (153% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +17 nature / +7 temporal Massive two-handed battleaxes. |
Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of massacre (154% power, 9 apr)balanced voratun dagger of massacre (154% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 154% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +33% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (111% power, 7 apr)dwarven-steel dagger (111% power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Huryldil the Morningusher (166% power, 3 apr)Huryldil the Morningusher (166% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 31 arcane resource burn Burst (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes resistances: +3% lightning / +12% fire / +9% nature Spell save: +3 (+1 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of erosion (150% power, 2 apr)dwarven-steel greatmaul of erosion (150% power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 nature / +10 temporal Massive two-handed mauls. |
Cloudrebel the dwarven-steel greatsword (144% power, 2 apr) Cloudrebel the dwarven-steel greatsword (144% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 145% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing Damage (Melee): +41 insidious poison / +16 darkness Burst (radius 1) on hit: +4 mind / +12 lightning Damage against: +14% Living When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+2 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatsword of massacre (156% power, 2 apr)flaming dwarven-steel greatsword of massacre (156% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword (160% power, 3 apr)stralite greatsword (160% power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Skyhash the stralite longsword (142% power, 5 apr)Skyhash the stralite longsword (142% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 lightning / +8 light Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +13 (+6 eff.) Effects on melee hit: * 30% chance to daze at end of turn Disarm immunity: +36% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword 'Sunwrack' (122% power, 4 apr)dwarven-steel longsword 'Sunwrack' (122% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +11.0% Changes stats: +10 Str / +3 Cun Changes damage: +18% fire Grants telepathy: Humanoid/Orc Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun longsword of massacre (160% power, 6 apr)insidious voratun longsword of massacre (160% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 161% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 insidious poison Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword 'Balyndil' (152% power, 5 apr)stralite longsword 'Balyndil' (152% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage (Melee): +23 temporal When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 17 temporal Changes resistances: +3% acid / +9% temporal Changes damage: +6% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic stralite mace of vileness (144% power, 5 apr)acidic stralite mace of vileness (144% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 8% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +10 blight Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel mace of erosion (128% power, 4 apr)insidious dwarven-steel mace of erosion (128% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +30 insidious poison / +7 temporal / +9 nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Emelyra the pulsing mindstar (104% power, 32 apr, nature damage)Emelyra the pulsing mindstar (104% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +36 mind Burst (radius 1) on hit: +24 mind When wielded/worn: Changes stats: +8 Wil Physical save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Psi when hit: +0.12 Mindpower: +8 (+3 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Glowhack the thorny mindstar (97% power, 24 apr, mind damage)Glowhack the thorny mindstar (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +12 light When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun Changes resistances: +5% blight / +6% light Changes damage: +6% nature / +9% light Disease immunity: +19% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Pureriver (105% power, 32 apr, mind damage)Pureriver (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +20 darkness Burst (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Changes damage: +12% darkness Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +1.70 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blooming pulsing mindstar (108% power, 32 apr, nature damage)blooming pulsing mindstar (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +33 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blooming pulsing mindstar of balance (108% power, 32 apr, nature damage)blooming pulsing mindstar of balance (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.90 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +38 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's pulsing mindstar (107% power, 32 apr, nature damage)nature's pulsing mindstar (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +6% nature Disease immunity: +15% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of slime (108% power, 32 apr, nature damage)pulsing mindstar of slime (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 6% Changes damage: +6% nature Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Emyrin the reinforced leather slingEmyrin the reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +7.0% Changes stats: +3 Mag Changes resistances penetration: +5% physical Grants telepathy: Dragon Maximum life: +10.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling 'Cinderwreath'reinforced leather sling 'Cinderwreath' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +8 darkness / +6 fire When wielded/worn: Changes stats: +7 Cun Changes resistances: +6% fire Changes resistances penetration: +20% fire / +22% physical Changes damage: +21% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling of dampeningreinforced leather sling of dampening Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes resistances: +11% acid / +7% fire / +11% lightning / +7% cold Spell save: +9 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Aeritira (129% power, 5 apr, physical element)Aeritira (129% power, 5 apr, physical element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to corrode armour by 30% Burst (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% fire Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +18.00% Spell save: +42 (+11 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element) Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+7 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 93.45 physical (gravity) damage. Each target moved beyond the first increases the damage by 11.68 (up to a maximum of 46.72 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Staff of Destruction (120% power, 4 apr, lightning element) Staff of Destruction (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of warding (129% power, 5 apr, darkness element)cruel elven-wood starstaff of warding (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Defense: +6 (+3 eff.) Maximum wards: +2 darkness Changes damage: +25% darkness Talents granted: +2 Ward +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short ash starstaff (111% power, 3 apr, physical element)short ash starstaff (111% power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging yew magestaff of might (120% power, 4 apr, fire element)surging yew magestaff of might (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Radiancereign' (120% power, 4 apr, arcane element)yew magestaff 'Radiancereign' (120% power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Defense: +9 (+5 eff.) Effects on melee hit: * 13% chance to blind Changes damage: +20% arcane Talent granted: +1 Command Staff Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Maximum psi: +20.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mental crit. chance: +5% Light radius: +6 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 104.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Runumas' (130% power, 4 apr, lightning element)yew magestaff 'Runumas' (130% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 131% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +1 Physical power: +4 (+0 eff.) Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Dex / +2 Con Changes resistances: +12% temporal Changes damage: +26% lightning Talent granted: +1 Command Staff Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
This item will automatically be transmogrified when you leave the level. Issoyon the stralite waraxe (140% power, 5 apr)Issoyon the stralite waraxe (140% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +33 insidious poison / +4 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +5% arcane / +6% acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Kindleglamour (138% power, 5 apr)Kindleglamour (138% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 9% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +8 temporal / +15 darkness Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 temporal Damage against: +13% Living When wielded/worn: Accuracy: +9 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes resistances: +6% fire Changes damage: +9% physical Stamina when hit: +1.10 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic stralite waraxe (135% power, 5 apr)acidic stralite waraxe (135% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 136% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe (136% power, 5 apr)stralite waraxe (136% power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
Berefast the hardened leather belt Berefast the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 20 physical Changes stats: +1 Dex Critical mult.: +6.00% Life regen: +1.70 Only die when reaching: -60.00 life Healing mod.: +13% A belt that goes around your waist. |
Ivolaith the Glowstrike Ivolaith the GlowstrikeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage when hit (Melee): 16 light Changes resistances: +20% nature Changes damage: +12% light Stealth bonus: +8 Light radius: +2 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Bokozilafast the Charnigh (2 def, 0 armour)Bokozilafast the Charnigh (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 fire Changes resistances: +18% temporal / +20% darkness / +9% fire Changes resistances penetration: +10% arcane / +20% fire Changes damage: +9% blight Critical mult.: +5.00% Spell save: +9 (+2 eff.) Mana each turn: +0.08 Maximum vim: +40.00 Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Kindlekill the cashmere cloak (2 def, 0 armour) Kindlekill the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 mind / 8 light Changes stats: +2 Wil Changes resistances: +12% mind / +9% light Changes damage: +9% light Mental save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polobeth (11 def, 0 armour) Polobeth (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 16 mind Changes stats: +4 Cun / +3 Dex Changes resistances: +9% lightning Changes resistances penetration: +5% mind Physical save: +19 (+4 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of battle (2 def, 0 armour)cashmere cloak of battle (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of battle (2 def, 6 armour)thick cashmere cloak of battle (2 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+5 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level. Velida the cashmere robe (2 def, 0 armour)Velida the cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -10% Changes stats: +9 Dex / +4 Mag / +8 Wil / +6 Con Changes damage: +18% arcane Silence immunity: +35% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +14 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe (3 def, 0 armour)silk robe (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of life (3 def, 0 armour)silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +11% blight Life regen: +3.80 Maximum life: +60.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe (3 def, 0 armour)stargazer's silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Cun Changes damage: +12% light / +7% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent 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 (+1 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), costing 32 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. |
This item will automatically be transmogrified when you leave the level. Galepyre the pair of hardened leather boots (0 def, 3 armour)Galepyre the pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +5 Dex / +2 Wil / +5 Cun Changes damage: +12% lightning Life regen: +3.90 See invisible: +12 Healing mod.: +20% A pair of boots made of leather. |
Venommire the pair of dwarven-steel boots (12 def, 4 armour) Venommire the pair of dwarven-steel boots (12 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +12 (+6 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 nature Changes resistances penetration: +10% acid Maximum encumbrance: +32 Physical save: +8 (+2 eff.) Life regen: +3.30 Healing mod.: +14% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots (0 def, 9 armour)miner's pair of hardened leather boots (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of rushing (0 def, 3 armour)pair of hardened leather boots of rushing (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of uncanny dodging (4 def, 3 armour)pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots (0 def, 3 armour)stealthy pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Lck / +5 Dex Stealth bonus: +7 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)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% 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. |
This item will automatically be transmogrified when you leave the level. spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour)spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Physical save: +12 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +35% Mana each turn: +0.21 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Decayed Visage (0 def, 7 armour) Decayed Visage (0 def, 7 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +7 Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +5 Wil / +2 Con Changes damage: +9% blight / +8% arcane Maximum vim: +25.00 Spell crit. chance: +3% Infravision radius: +1 Healing mod.: +10% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 21%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 25% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 18%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of blight (+13%) (2 def, 0 armour)cashmere wizard hat of blight (+13%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% blight Changes damage: +13% blight A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of nature (+19%) (2 def, 0 armour)cashmere wizard hat of nature (+19%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% nature Changes damage: +13% nature A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel helm (0 def, 6 armour)miner's dwarven-steel helm (0 def, 6 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cleansing stralite mail armour of fire resistance (4 def, 8 armour)cleansing stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +14% blight / +23% fire / +13% nature A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour (4 def, 19 armour)impenetrable stralite mail armour (4 def, 19 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +19 Defense: +4 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level. Morningmaster (3 def, 12 armour)Morningmaster (3 def, 12 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +4 Str Changes resistances: +9% light Changes damage: +9% light Life regen: +4.50 Stamina each turn: +1.10 Maximum stamina: +15.00 Light radius: +3 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of acid resistance (4 def, 7 armour)spiked reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +22% acid A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+3 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel plate armour (5 def, 11 armour)prismatic dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes resistances: +12% light / +13% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Chegar (8 def, 2 armour, 83 block)Chegar (8 def, 2 armour, 83 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to daze at end of turn Changes stats: +4 Dex / +2 Cun Changes resistances: +16% lightning Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Critical mult.: +25.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Eremesarin the stralite shield (10 def, 2 armour, 143 block)Eremesarin the stralite shield (10 def, 2 armour, 143 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 34% chance to blind Changes stats: +2 Str / +5 Mag / +6 Con Changes resistances: +14% light Changes resistances penetration: +15% physical Changes damage: +15% physical Talent granted: +4 Block Spell save: +15 (+4 eff.) Only die when reaching: -60.00 life Spell crit. chance: +5% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Summertide (17 def, 15 armour, 260 block)Summertide (17 def, 15 armour, 260 block) Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+8 eff.) Ranged Defense: +17 (+7 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 73.33 to 91.67 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of arcane resistance (+13%) (8 def, 2 armour, 85 block)dwarven-steel shield of arcane resistance (+13%) (8 def, 2 armour, 85 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +13% arcane Talent granted: +3 Block Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
720 alchemist agate 720 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
dwarven-steel pickaxe 'Duskstalker' (dig speed 15 turns) dwarven-steel pickaxe 'Duskstalker' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction Changes stats: +2 Str Changes resistances penetration: +10% darkness Changes damage: +15% acid / +9% darkness Maximum life: +26.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. ArmelarabArmelarab Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 12 fire Changes stats: +5 Cun Changes resistances: +9% cold / +7% fire Physical save: +6 (+2 eff.) Blindness immunity: +35% Confusion immunity: +13% Light radius: -2 Infravision radius: +6 See stealth: +14 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. scorching alchemist's lampscorching alchemist's lamp Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +8% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +23% Confusion immunity: +10% Light radius: +5 See stealth: +6 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered 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 542.08 fire damage (based on Magic), costing 50 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Saludhewen the Lightningkiss (21/21, 154% power, 5 apr)Saludhewen the Lightningkiss (21/21, 154% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +16 lightning / +24 mind Burst (radius 1) on hit: +28 mind / +20 fire Burst (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots 'Arcrune' (15/15, 137% power, 3 apr)pouch of dwarven-steel shots 'Arcrune' (15/15, 137% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 On weapon hit: * 40% chance to daze at end of turn * 25% chance to remove a magical effect Damage (Ranged): +36 lightning / +14 nature / +4 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 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. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Conquer of death the Skeleton Adventurer level 29
7th Regrowth 123rd year of Ascendancy at 03:50 see stats
By Conquer of death the Skeleton Adventurer level 29
4th Regrowth 123rd year of Ascendancy at 05:58 see stats
By Conquer of death the Skeleton Adventurer level 23
6th Allure 123rd year of Ascendancy at 02:34 see stats
By Conquer of death the Skeleton Adventurer level 31
18th Regrowth 123rd year of Ascendancy at 16:43 see stats
By Conquer of death the Skeleton Adventurer level 32
21st Regrowth 123rd year of Ascendancy at 00:52 see stats
By Conquer of death the Skeleton Adventurer level 31
19th Regrowth 123rd year of Ascendancy at 00:23 see stats
By Conquer of death the Skeleton Adventurer level 20
68th Haze 122nd year of Ascendancy at 18:35 see stats
By Conquer of death the Skeleton Adventurer level 17
6th Haze 122nd year of Ascendancy at 16:37 see stats
By Conquer of death the Skeleton Adventurer level 10
56th Dusk 122nd year of Ascendancy at 17:00 see stats
By Conquer of death the Skeleton Adventurer level 20
68th Haze 122nd year of Ascendancy at 18:26 see stats
By Conquer of death the Skeleton Adventurer level 30
9th Regrowth 123rd year of Ascendancy at 00:46 see stats
By Conquer of death the Skeleton Adventurer level 17
23rd Haze 122nd year of Ascendancy at 19:38 see stats
By Conquer of death the Skeleton Adventurer level 15
5th Haze 122nd year of Ascendancy at 09:15 see stats
By Conquer of death the Skeleton Adventurer level 9
56th Dusk 122nd year of Ascendancy at 11:27 see stats
By Conquer of death the Skeleton Adventurer level 33
21st Regrowth 123rd year of Ascendancy at 01:44 see stats
By Conquer of death the Skeleton Adventurer level 5
3rd Mirth 122nd year of Ascendancy at 11:56 see stats
By Conquer of death the Skeleton Adventurer level 26
1st Regrowth 123rd year of Ascendancy at 09:02 see stats
By Conquer of death the Skeleton Adventurer level 20
69th Haze 122nd year of Ascendancy at 14:46 see stats
By Conquer of death the Skeleton Adventurer level 14
4th Haze 122nd year of Ascendancy at 06:07 see stats
By Conquer of death the Skeleton Adventurer level 28
3rd Regrowth 123rd year of Ascendancy at 20:57 see stats
Log
White worm mass uses Multiply.
Ran for 8 turns (stop reason: hostile spotted to the south (white worm mass)).
Conquer of death rushes out!
Conquer of death hits White worm mass for 921 physical damage.
Conquer of death receives 122 healing.
Conquer of death killed White worm mass!
Conquer of death uses Fearless Cleave.
Conquer of death hits White worm mass for 1672 physical damage.
Conquer of death receives 122 healing.
Conquer of death killed White worm mass!
Ran for 6 turns (stop reason: hostile spotted to the west (white worm mass)).
Conquer of death rushes out!
Conquer of death hits White worm mass for 1096 physical damage.
Conquer of death receives 122 healing.
Conquer of death killed White worm mass!
There is a ladder to worldmap here (press '' or right click to use).
Ran for 99 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Conquer of death deactivates Essence of Speed.
Conquer of death deactivates Cleave.
Conquer of death deactivates Elemental Discord.
Conquer of death deactivates Premonition.