










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Shalore |
Class | Anorithil |
Level / Exp | 36 / 83% |
Size | medium |
Lifes / Deaths | Killed by Betheminn the armoured skeleton warrior at level 5 on the 1st Mirth 122nd year of Ascendancy at 06:35 1 / 6Killed by shadow at level 5 on the 1st Mirth 122nd year of Ascendancy at 07:21 Killed by Gimira the ink squid at level 23 on the 19th Dusk 122nd year of Ascendancy at 20:18 Killed by Xevena the giant eel at level 23 on the 19th Dusk 122nd year of Ascendancy at 21:06 Killed by Glora the ink squid at level 23 on the 19th Dusk 122nd year of Ascendancy at 23:26 Killed by Glulranne the corrupted dendritic hemospinner at level 30 on the 71st Dusk 122nd year of Ascendancy at 00:15 |
Primary Stats
Strength | 123 (base 60) |
Dexterity | 138 (base 60) |
Constitution | 70 (base 60) |
Magic | 153 (base 60) |
Willpower | 74 (base 60) |
Cunning | 95 (base 60) |
Resources
Psi | 1324/1354 |
Mana | 1420/1420 |
Equilibrium | 20 |
Paradox | 357 |
Life | 1074/1074 |
Positive | 1330/1330 |
Stamina | 1593/1593 |
Negative | 1330/1330 |
Healing Factor | 1.377279256512 |
Regeneration | 171.81558724987 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +156.64464635434% |
Spell | +31.86374680091% |
Global | +239.57306414756% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 22 |
See Stealth | 119.62878743387 |
See Invisible | 163.59427367671 |
Offense: Mainhand
Damage | 159 |
Accuracy | 77 |
Crit Chance | 58% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 100% |
Speed | 0.75835855135363 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Physical | +34% |
Lightning | +25% |
Light | +120% |
Temporal | +43% |
Darkness | +149% |
Arcane | +13% |
Fire | +73% |
All | +4% |
Offense: Damage Penetration
Darkness | +105% |
Light | +45% |
Temporal | +40% |
Arcane | +50% |
Nature | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 46.800198294573 (69.687909656376%) |
Defense | 120 |
Ranged Defense | 120 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 74 |
Mental Save | 51 |
Defense: Resistances
Acid | + 61%( 70%) |
Cold | + 61%( 70%) |
All | + 25%( 70%) |
Darkness | + 80%( 80%) |
Light | + 47%( 80%) |
Temporal | + 60%( 70%) |
Mind | + 36%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Silence Resistance | 42% |
Confusion Resistance | 33% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 8 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 737 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 darkness, 4 cold, 4 nature, 4 fire |
Class Talents
Spell / Meta | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 2.92 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Glyphs | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.92 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Glyphs |
talent | Spellcraft |
talent | Premonition |
talent | Contingency |
talent | Beyond the Flesh |
talent | Energy Alteration |
talent | Chant of Resistance |
talent | Augmentation |
talent | Corona |
talent | Skate |
talent | Defensive Posture |
talent | Shock Hands |
talent | Elemental Harmony |
talent | Hymn of Shadows |
beneficial effect | The target is surrounded by a magical shield, absorbing 898/898 damage before it crumbles. Damage Shield |
beneficial effect | Increases global action speed by 60%. Speed |
beneficial effect | Increases global speed by 58%. Quick |
beneficial effect | The target's combat attack and crit chance are improved by 31 and 15%, respectively. Perfect control |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 61, and granting a 14% chance to ignore critical hits. Precognition |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
Escort the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara) | active |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 289. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() amethyst staff (18-21 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +2.0% Changes damage: +15%(-) physical / +15%(-) darkness / +15%(-) light / +15%(-) temporal / +4% all Talents cooldown: Twilight (-1(-) turn) Moonlight Ray (-1(-) turn) Searing Light (-1(-) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.10 (-) N.Energy each turn: +0.10 (-) Spellpower: +12 (+2 eff.) (-) Spell crit. chance: +10% (+2%) Mental crit. chance: +2% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Tap to cycle through comparison choices |
Light source | ![]() Twilight Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 6 When wielded/worn: Changes stats: +10(-) Mag / +10(-) Con Changes resistances: +30%(-) light / +30%(-) darkness Changes resistances cap: +10%(-) light / +10%(-) darkness Changes resistances penetration: +20%(-) light / +20%(-) darkness Changes damage: +15%(-) light / +15%(-) darkness Damage affinity(heal): +10%(-) light / +10%(-) darkness Talent masteries: +0.20(-) Celestial / Eclipse +0.20(-) Celestial / Sunlight +0.20(-) Celestial / Twilight Spellpower: +10 (+2 eff.) (-) Infravision radius: +16 (-) The heart seems to emit twilight when you deal darkness damage. Standing on twilit tiles, you feel stronger. Talent on hit(spell): Suncloak (15% chance level 5). Talent on hit(spell): Invoke Darkness (15% chance level 5). This dark grey heart is basked in the power of sun and moon intertwined. Dim twilight dictates its surroundings, blending sunlight and moonlight. |
On head | ![]() mindcaging hardened leather cap of precognition (7 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) (-) Armour: +3 (-) Defense: +7 (+1 eff.) (-) Fatigue: +3% (-) Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 0(-13) item temporal energize Changes stats: +4(-) Cun Changes resistances: +15%(-) mind Mental save: +15 (+5 eff.) (-) Confusion immunity: +33% (-) A cap made of leather. |
On feet | ![]() Torudogas the pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Effects on melee hit: * 22% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-22) item temporal energize Damage when hit (Melee): 11(-) mind Changes stats: +10(-) Mag Changes resistances: +17%(-) temporal Critical mult.: +15.00% (-) Spellpower on spell critical (stacks up to 3 times): +11 (-) Spellpower: +30 (+6 eff.) (-) Lowers spell cool-downs by: 10% (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) A pair of boots made of leather. |
Tool | ![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+3 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 4.5 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Starcaller Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 6 When wielded/worn: Changes stats: +20(-) Mag Changes resistances: +20%(-) darkness Changes resistances penetration: +20%(-) darkness Changes damage: +20%(-) darkness Talent masteries: +0.60(-) Celestial / Star fury Talents cooldown: Starfall (-6(-) turns) Spellpower: +20 (+4 eff.) (-) Spell crit. chance: +20% (-) Talent on hit(spell): Starfall (20% chance level 6). Once upon a time mortals gazed at the stars, lamenting at their distant beauty, wishing they would come closer one day. Through the ages the longing lingered, leaving behind a memory granting every so often a fleeting gaze from the stars. Tap to cycle through comparison choices |
On fingers | ![]() Starcaller Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 6 When wielded/worn: Changes stats: +20(-) Mag Changes resistances: +20%(-) darkness Changes resistances penetration: +20%(-) darkness Changes damage: +20%(-) darkness Talent masteries: +0.60(-) Celestial / Star fury Talents cooldown: Starfall (-6(-) turns) Spellpower: +20 (+4 eff.) (-) Spell crit. chance: +20% (-) Talent on hit(spell): Starfall (20% chance level 6). Once upon a time mortals gazed at the stars, lamenting at their distant beauty, wishing they would come closer one day. Through the ages the longing lingered, leaving behind a memory granting every so often a fleeting gaze from the stars. Tap to cycle through comparison choices |
Around neck | ![]() Elenogar Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Damage (Melee): 0(-20) item blight disease Changes stats: +6(-) Dex Changes resistances: +12%(-) temporal Changes resistances penetration: +15%(-) temporal Changes damage: +9%(-) temporal Talent masteries: +0.22(-) Celestial / Star fury +0.22(-) Celestial / Twilight See invisible: +6 (-) Amulets make your neck look great! |
In main hand | ![]() Eclipse (18-21 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15%(-) light / +15%(-) physical / +15%(-) darkness / +15%(-) temporal Talents cooldown: Twilight (-1(-) turn) Moonlight Ray (-1(-) turn) Searing Light (-1(-) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.10 (-) N.Energy each turn: +0.10 (-) Spellpower: +12 (+2 eff.) (-) Spell crit. chance: +8% (-) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Tap to cycle through comparison choices |
On hands | ![]() Yarorek (0 def, 10 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) (-) Armour: +10 (-) Changes stats: +7(-) Str / +4(-) Dex Changes resistances: +12%(-) lightning Reduces incoming crit damage: 15.00% (-) Silence immunity: +10% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() hardened leather belt 'Smearfurnace' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8%(-) lightning / +8%(-) temporal / +6%(-) nature Changes resistances penetration: +5%(-) nature / +25%(-) arcane / +20%(-) darkness Changes damage: +9%(-) arcane A belt that goes around your waist. |
Cloak | ![]() Daimovor the Glowbringer (3 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+8 eff.) (-) Defense: +3 (+1 eff.) (-) Fatigue: -8% (-) Changes stats: +3(-) Wil Changes resistances: +10%(-) temporal / +19%(-) darkness / +12%(-) fire Changes damage: +12%(-) light Mental save: +10 (+3 eff.) (-) Maximum life: +88.00 (-) Maximum stamina: +18.00 (-) Light radius: +3 (-) Defense after a teleport: +21 (-) Resist all after a teleport: +13% (-) New effects duration reduction after a teleport: +23% (-) It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() stargazer's silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5(-) Mag / +3(-) Wil / +4(-) Cun Changes resistances: +13%(-) all Changes damage: +11%(-) light / +12%(-) darkness Silence immunity: +32% (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +17 (+3 eff.) (-) Spell crit. chance: +7% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 232 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 873% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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 nature talent. |
![]() blink rune of the sneak (range 9; phase 32; cd 15) 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: 9(+2) Cooldown: 8(+2) Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport up to 9(+2) spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%(+4%), your defense is increased by 32(+4) and all your resistances by 32%.(+4%) Its effects scale with your -Willpower, +Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() blink rune of the wizard (range 14; phase 40; cd 15) 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: 14(+7) Cooldown: 8(+2) Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to teleport up to 14(+7) spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 40%(+12%), your defense is increased by 40(+12) and all your resistances by 40%.(+12%) Its effects scale with your -Willpower, +Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (75% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 261.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the sneak (absorb 119; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6(-4) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119(+69) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 5 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Meruihell the Shineradiance Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item blight disease Changes stats: +0(-6) Dex Changes resistances: +15% mind / +0%(-12%) temporal Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-9%) temporal Talent masteries: +0.00(-0.22) Celestial / Star fury +0.00(-0.22) Celestial / Twilight Cut immunity: +50% Light radius: +1 See invisible: +0 (-6) Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 346 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() starseer's copper amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item blight disease / 7 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 25% * 7% chance to blind Changes stats: +0(-6) Dex / +2 Mag Changes resistances: +0%(-12%) temporal Changes resistances penetration: +0%(-15%) temporal Changes damage: +11% darkness / +5%(-4%) temporal / +12% light / +5% physical Talent masteries: +0.00(-0.22) Celestial / Star fury +0.00(-0.22) Celestial / Twilight Spellpower: +4 (+1 eff.) Spell crit. chance: +4% See invisible: +0 (-6) Amulets make your neck look great! |
![]() Amygund the steel amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item blight disease Changes stats: +0(-6) Dex / +2 Mag Changes resistances: +15% mind / +0%(-12%) temporal Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-9%) temporal Talent masteries: +0.00(-0.22) Celestial / Star fury +0.00(-0.22) Celestial / Twilight Spell save: +3 (+1 eff.) Disease immunity: +20% Disarm immunity: +20% Mental crit. chance: +1% See invisible: +0 (-6) Amulets make your neck look great! |
![]() Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item blight disease Changes stats: +0(-6) Dex / +5 Wil Changes resistances: +0%(-12%) temporal Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-9%) temporal Damage affinity(heal): +15% nature Talent masteries: +0.00(-0.22) Celestial / Star fury +0.00(-0.22) Celestial / Twilight Life regen: +2.00 Mindpower: +5 (+2 eff.) See invisible: +0 (-6) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 20 power out of 35/35) : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 334 (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. |
![]() steel amulet 'Layaldakira' Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): 0(-20) item blight disease Changes stats: +3 Str / +0(-6) Dex / +2 Wil Changes resistances: +11% darkness / +0%(-12%) temporal / +6% mind / +12% light Changes resistances penetration: +10% mind / +0%(-15%) temporal Changes damage: +0%(-9%) temporal Talent masteries: +0.00(-0.22) Celestial / Star fury +0.00(-0.22) Celestial / Twilight Mental save: +6 (+2 eff.) Blindness immunity: +21% Confusion immunity: +12% Mindpower: +8 (+3 eff.) See invisible: +0 (-6) Amulets make your neck look great! |
![]() The Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item blight disease Changes stats: +0(-6) Dex / +10 Con Changes resistances: +0%(-12%) temporal Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-9%) temporal Talent masteries: +0.00(-0.22) Celestial / Star fury +0.00(-0.22) Celestial / Twilight Teleport immunity: +100% See invisible: +0 (-6) It can be used to activate talent Teleport (costing 21 power out of 36/36) : Effective talent level: 5.5 Power cost: 21 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (194). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() wanderer's gold amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage (Melee): 0(-20) item blight disease / 8 light / 7 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 25% * 7% chance to blind Changes stats: +5(-1) Dex / +5 Cun / +5 Con Changes resistances: +0%(-12%) temporal Changes resistances penetration: +0%(-15%) temporal Changes damage: +0%(-9%) temporal / +7% light / +9% darkness Talent masteries: +0.00(-0.22) Celestial / Star fury +0.00(-0.22) Celestial / Twilight Life regen: +1.00 Stamina each turn: +0.60 See invisible: +0 (-6) Movement speed: +10% Amulets make your neck look great! |
![]() Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +0(-20) Mag / +4 Wil Changes resistances: +10% nature / +0%(-20%) darkness Changes resistances penetration: +0%(-20%) darkness Changes damage: +8% physical / +8% nature / +0%(-20%) darkness Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Physical save: +8 (+3 eff.) Life regen: +3.00 Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-20) Mag Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-20%) darkness Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
![]() Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +0(-20) Mag / +8 Wil Changes resistances: +0%(-20%) darkness / +5% physical Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-20%) darkness / +5% physical Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Physical save: +12 (+4 eff.) Knockback immunity: +100% Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
![]() Olydor the gold ring Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Damage when hit (Melee): 4 mind Changes stats: +0(-20) Mag / +5 Wil Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-20%) darkness Changes damage: +6% mind / +0%(-20%) darkness Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Mental save: +10 (+3 eff.) Blindness immunity: +26% Disarm immunity: +28% Pinning immunity: +32% Knockback immunity: +30% Maximum life: +32.00 Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) Infravision radius: +5 See stealth: +14 See invisible: +10 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() sneakthief's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +12 Defense: +10 (+1 eff.) Changes stats: +7 Dex / +0(-20) Mag / +7 Cun Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-20%) darkness Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck / +0(-20) Mag Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-20%) darkness Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. Tap to cycle through comparison choices |
![]() sneakthief's stralite ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 31 Damage (Melee): 15 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 31 Damage (Ranged): 23 physical Changes stats: +4 Dex / +0(-20) Mag / +11 Cun Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-20%) darkness Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 5.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Ivenor the voratun ring Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Effects on melee hit: * 23% chance to slow global speed by 59% Changes stats: +0(-20) Mag / +10 Wil Changes resistances: +6%(-14%) darkness / +6% cold Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-20%) darkness Talent mastery: +0.00(-0.60) Celestial / Star fury Talent cooldown: Starfall ((+0(+6) turn) Mental save: +20 (+7 eff.) Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +49% Knockback immunity: +45% Life regen: +9.00 Maximum life: +50.00 Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-20%) Light radius: +3 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Bloomdredge the ash magestaff (20-24 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 20.0 - 24.0(+2.0 - +2.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +5% nature Changes damage: +0%(-15%) physical / +0%(-15%) darkness / +20% fire / +0%(-15%) light / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff Mana each turn: +0.11 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Maximum mana: +31.00 Spellpower: +12 (+2 eff.) (-) Spell crit. chance: +2% (-6%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() Penitence (15-18 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +30% blight / +30% lightning Changes damage: +0%(-15%) light / +0%(-15%) physical / +0%(-15%) darkness / +0%(-15%) temporal Damage affinity(heal): +20% lightning Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff Spell save: +15 (+4 eff.) P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +15 (+3 eff.) (+3 (+1 eff.)) Spell crit. chance: +10% (+2%) It can be used to cure up to 6 diseases or poisons (based on Magic) Activation costs 6 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. Tap to cycle through comparison choices |
![]() Poltergeist's Crystal Shard (16-19 power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2(-2.0 - -2.4) Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Damage conversion: 50% blight When wielded/worn: Defense: +4 (+0 eff.) Changes resistances: +10% arcane / +10% blight Changes damage: +0%(-15%) temporal / +0%(-15%) darkness / +18% blight / +0%(-15%) light / +18% arcane / +0%(-15%) physical Damage affinity(heal): +20% arcane Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +14 (+3 eff.) (+2 (+1 eff.)) Spell crit. chance: +4% (-4%) It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 26 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. Tap to cycle through comparison choices |
![]() ash starstaff 'Tarrigarand' (19-22 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8(+1.0 - +1.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +5% arcane Changes damage: +19%(+4%) physical / +19%(+4%) temporal / +19%(+4%) darkness / +19%(+4%) light Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff Blindness immunity: +10% Pinning immunity: +20% P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Only die when reaching: -40.00 life Spellpower: +22 (+4 eff.) (+10 (+2 eff.)) Spell crit. chance: +2% (-6%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() Gravitational Staff (30-36 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. Base power: 30.0 - 36.0(+12.0 - +14.4) Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 (+4) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +15% physical Changes damage: +0%(-15%) light / +20%(+5%) physical / +0%(-15%) darkness / +10%(-5%) temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +25 (+5 eff.) (+13 (+3 eff.)) Spell crit. chance: +7% (-1%) It can be used to activate talent Gravity Spike (costing 8 power out of 14/14) : Effective talent level: 4.5 Power cost: 8 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 372.87 physical (gravity) damage. Each target moved beyond the first increases the damage by 46.61 (up to a maximum of 186.43 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. Tap to cycle through comparison choices |
![]() Plague-Fire Sceptre (24-28 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8(+6.0 - +7.2) Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) physical / +0%(-15%) darkness / +20% blight / +20% fire / +0%(-15%) light / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +27 (+5 eff.) (+15 (+3 eff.)) Spell crit. chance: +7% (-1%) Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 9 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. Tap to cycle through comparison choices |
![]() elven-wood starstaff 'Smearrune' (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(+7.0 - +8.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (+1) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Armour: +5 Defense: +34 (+5 eff.) Damage when hit (Melee): 2 nature Changes resistances: +6% nature / +3% cold Maximum wards: +2 temporal Changes damage: +0%(-15%) physical / +0%(-15%) darkness / +0%(-15%) light / +6% cold / +6% nature / +25%(+10%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +3 Ward +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +21 (+4 eff.) (+9 (+2 eff.)) Spell crit. chance: +4% (-4%) Damage Shield penetration: +33% Damage Shield Power: +26% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() dragonbone vilestaff 'Undeathbreak' (36-43 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 36.0 - 43.2(+18.0 - +21.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Armour: +11 Defense: +10 (+1 eff.) Changes resistances: +9% nature Maximum wards: +3 blight Changes resistances penetration: +15% blight Changes damage: +0%(-15%) temporal / +0%(-15%) darkness / +36% blight / +0%(-15%) light / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +4 Ward +1.00(-) Command Staff Critical mult.: +20.00% Spell save: +12 (+3 eff.) Mana each turn: +0.08 P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Maximum mana: +40.00 Spellpower: +29 (+6 eff.) (+17 (+4 eff.)) Spell crit. chance: +18% (+10%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() Runykan (24-38 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4(+6.0 - +16.8) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) On weapon hit: + 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) + Create an explosion dealing 143 lightning damage (1/turn) + 25% chance for lightning to strike from the target to a second target dealing 143 damage Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes resistances penetration: +14% lightning Changes damage: +13% lightning / +0%(-15%) temporal / +0%(-15%) darkness / +0%(-15%) light / +6% arcane / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +30 (+6 eff.) (+18 (+4 eff.)) Spell crit. chance: +0% (-8%) Massive two-handed swords. Tap to cycle through comparison choices |
![]() Hailtyphoon (16-23 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1(-1.5 - +1.5) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) On weapon hit: * 10% chance to slow global speed by 59% Damage (radius 2) on crit: +16 nature / +8 cold When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +9 (+1 eff.) Changes stats: +2 Dex Changes damage: +0%(-15%) physical / +0%(-15%) darkness / +6% cold / +0%(-15%) light / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Disarm immunity: +23% P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Spell crit. chance: +0% (-8%) Combat speed: +20% Sharp, long, and deadly. Tap to cycle through comparison choices |
![]() Corpathus (40-56 power, 12 apr) Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0(+22.0 - +34.4) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (+8) Crit. chance: +10.0% (+6.5%) Attack speed: 100% (-) On weapon crit: + grows in power On weapon kill: + grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +0%(-15%) temporal / +0%(-15%) darkness / +5% blight / +0%(-15%) light / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff Critical mult.: +12.00% Cut immunity: -25% P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Maximum vim: +20.00 Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Spell crit. chance: +0% (-8%) Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. Tap to cycle through comparison choices |
![]() Unerring Scalpel (15-19 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-3.0 - -2.1) Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+21) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Changes damage: +0%(-15%) light / +0%(-15%) physical / +0%(-15%) darkness / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Spell crit. chance: +0% (-8%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
![]() Shantiz the Stormblade (15-19 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(-3.0 - -2.1) Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+16) Crit. chance: +10.0% (+6.5%) Attack speed: 100% (-) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Changes damage: +0%(-15%) light / +0%(-15%) physical / +0%(-15%) darkness / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Spell crit. chance: +0% (-8%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
![]() Icy Kill (35-45 power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5(+17.0 - +23.9) Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+6) Crit. chance: +15.0% (+11.5%) 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: +0%(-15%) physical / +0%(-15%) darkness / +25% cold / +0%(-15%) light / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Hate per kill: +4.00 Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Spell crit. chance: +0% (-8%) 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. Tap to cycle through comparison choices |
![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 10 cold Changes stats: +0(-5) Mag / +0(-3) Wil / +0(-4) Cun Changes resistances: +7%(-6%) all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold / +0%(-11%) light / +0%(-12%) darkness Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Silence immunity: +0% (-32%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +5 (+1 eff.) (-12 (-2 eff.)) Spell crit. chance: +0% (-7%) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +0(-5) Mag / +4(+1) Wil / +3(-1) Cun Changes resistances: +15% acid / +12% physical / +9%(-4%) all Changes resistances penetration: +10% mind / +10% physical Changes damage: +0%(-12%) darkness / +5% physical / +5% mind / +0%(-11%) light Physical save: +10 (+3 eff.) Silence immunity: +0% (-32%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-17 (-3 eff.)) Spell crit. chance: +0% (-7%) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 76.47 to 95.59 physical damage (based on Willpower and Cunning) with knockback Activation costs 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +0(-5) Mag / +4(+1) Wil / +0(-4) Cun / +5 Con Changes resistances: +30% nature / +11%(-2%) all Changes damage: +15% acid / +0%(-11%) light / +0%(-12%) darkness / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Silence immunity: +0% (-32%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-17 (-3 eff.)) Spell crit. chance: +0% (-7%) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Goledor (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Str / +6(+1) Mag / +9(+6) Wil / +0(-4) Cun Changes resistances: +9% lightning / +18% physical / +13% blight / +10% cold / +13%(-) all Changes resistances penetration: +5% mind Changes damage: +18% lightning / +37% physical / +0%(-11%) light / +9% cold / +0%(-12%) darkness Silence immunity: +0% (-32%) Life regen: +3.70 Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum life: +60.00 Maximum psi: +40.00 Spellpower: +0 (+0 eff.) (-17 (-3 eff.)) Spell crit. chance: +0% (-7%) Mental crit. chance: +2% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5(-) Mag / +3(-) Wil / +0(-4) Cun Changes resistances: +10% temporal / +10% physical / +13%(-) all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +0%(-12%) darkness / +20% temporal / +0%(-11%) light / +20% physical Silence immunity: +0% (-32%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +23 (+4 eff.) (+6 (+1 eff.)) Spell crit. chance: +0% (-7%) It can be used to activate talent Temporal Reprieve (costing 29 power out of 50/50) : Effective talent level: 2.5 Power cost: 29 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() stargazer's elven-silk robe of light (+36%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +0(-5) Mag / +0(-3) Wil / +3(-1) Cun Changes resistances: +36% light / +15%(+2%) all Changes damage: +37%(+26%) light / +10%(-2%) darkness Silence immunity: +0% (-32%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +7 (+1 eff.) (-10 (-2 eff.)) Spell crit. chance: +7% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +12(+7) Mag / +11(+8) Wil / +0(-4) Cun Changes resistances: +12% lightning / +10% cold / +15%(+2%) all Changes damage: +14% lightning / +23% physical / +0%(-11%) light / +18% cold / +0%(-12%) darkness Silence immunity: +33% (+1%) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +16 (+3 eff.) (-1 (+0 eff.)) Spell crit. chance: +0% (-7%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() rough leather belt 'Isladheda' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+1 eff.) Changes stats: +3 Cun Changes resistances: +0%(-8%) lightning / +0%(-8%) temporal / +0%(-6%) nature Changes resistances penetration: +5% acid / +0%(-5%) nature / +0%(-25%) arcane / +0%(-20%) darkness Changes damage: +0%(-9%) arcane Stealth bonus: +6 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% A belt that goes around your waist. |
![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +0%(-8%) lightning / +0%(-8%) temporal / +20% blight / +20% cold / +20%(+14%) nature Changes resistances penetration: +0%(-5%) nature / +0%(-25%) arcane / +0%(-20%) darkness Changes damage: +0%(-9%) arcane Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Poressra Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Dex Changes resistances: +0%(-8%) lightning / +1% physical / +0%(-6%) nature / +0%(-8%) temporal Changes resistances penetration: +0%(-5%) nature / +0%(-25%) arcane / +0%(-20%) darkness Changes damage: +0%(-9%) arcane Critical mult.: +15.00% Physical save: +9 (+3 eff.) Maximum life: +39.00 A belt that goes around your waist. |
![]() Blastmire the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-32 (-8 eff.)) Defense: +1 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (+8%) Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Damage when hit (Melee): 6 lightning Changes stats: +6 Str / +4 Dex / +0(-3) Wil / +2 Cun Changes resistances: +0%(-12%) fire / +0%(-10%) temporal / +9% mind / +0%(-19%) darkness Changes damage: +0%(-12%) light Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Maximum life: +0.00 (-88.00) Maximum stamina: +0.00 (-18.00) Light radius: +0 (-3) Defense after a teleport: +0 (-21) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-23%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Hettedas the linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-32 (-8 eff.)) Defense: +1 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (+8%) Changes stats: +1 Str / +3(-) Wil / +1 Cun Changes resistances: +9% acid / +0%(-10%) temporal / +9%(-10%) darkness / +0%(-12%) fire Changes damage: +0%(-12%) light Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) (-4 (-1 eff.)) Maximum life: +0.00 (-88.00) Maximum stamina: +10.00 (-8.00) Light radius: +0 (-3) Defense after a teleport: +0 (-21) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-23%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak of fog (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-32 (-8 eff.)) Defense: +5 (+1 eff.) (+2 (+0 eff.)) Fatigue: +0% (+8%) Changes stats: +0(-3) Wil Changes resistances: +0%(-19%) darkness / +11%(-1%) fire / +12% light / +0%(-10%) temporal Changes damage: +0%(-12%) light Stealth bonus: +5 Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Maximum life: +0.00 (-88.00) Maximum stamina: +0.00 (-18.00) Light radius: +0 (-3) Defense after a teleport: +0 (-21) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-23%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-32 (-8 eff.)) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Fatigue: +0% (+8%) Changes stats: +0(-3) Wil Changes resistances: +0%(-10%) temporal / +0%(-19%) darkness / +0%(-12%) fire Changes damage: +0%(-12%) light Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Maximum life: +36.00 (-52.00) Maximum stamina: +0.00 (-18.00) Light radius: +0 (-3) Defense after a teleport: +0 (-21) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-23%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (+1) Defense: +1 (+0 eff.) Fatigue: +7% Damage (Melee): 0(-22) item temporal energize Damage when hit (Melee): 0(-11) mind Changes stats: +4 Str / +0(-10) Mag / +4 Wil / +4 Cun Changes resistances: +20% cold / +10% nature / +0%(-17%) temporal Changes damage: +15% cold Critical mult.: +0.00% (-15.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-11) Spellpower: +0 (+0 eff.) (-30 (-6 eff.)) Lowers spell cool-downs by: 0% (-10%) Light radius: +1 Movement speed: +20% Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-2) Defense: +2 (+0 eff.) Fatigue: +2% Damage (Melee): 0(-22) item temporal energize Damage when hit (Melee): 0(-11) mind Changes stats: +4 Cun / +0(-10) Mag Changes resistances: +0%(-17%) temporal Critical mult.: +0.00% (-15.00%) Stealth bonus: +10 Spellpower on spell critical (stacks up to 3 times): +0 (-11) Spellpower: +0 (+0 eff.) (-30 (-6 eff.)) Lowers spell cool-downs by: 0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() Wretchmarrow (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Effects on melee hit: * 10% chance to slow global speed by 59% Damage (Melee): 0(-22) item temporal energize Damage when hit (Melee): 2(-9) mind Changes stats: +4 Dex / +0(-10) Mag / +8 Lck Changes resistances: +9% acid / +0%(-17%) temporal Changes resistances penetration: +25% acid Changes damage: +3% mind Critical mult.: +0.00% (-15.00%) Stealth bonus: +8 Spellpower on spell critical (stacks up to 3 times): +0 (-11) Spellpower: +0 (+0 eff.) (-30 (-6 eff.)) Lowers spell cool-downs by: 0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) A pair of boots made of leather. |
![]() pair of hardened leather boots of void walking (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Damage (Melee): 0(-22) item temporal energize Damage when hit (Melee): 0(-11) mind Changes stats: +0(-10) Mag Changes resistances: +16% darkness / +17%(+0%) temporal Changes resistances penetration: +13% darkness / +15% temporal Critical mult.: +0.00% (-15.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-11) Spellpower: +0 (+0 eff.) (-30 (-6 eff.)) Lowers spell cool-downs by: 0% (-10%) Defense after a teleport: +15 (-) Resist all after a teleport: +10% (-5%) New effects duration reduction after a teleport: +16% (+1%) A pair of boots made of leather. |
![]() scholar's pair of hardened leather boots of massiveness (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Damage (Melee): 0(-22) item temporal energize Damage when hit (Melee): 0(-11) mind Changes stats: +5 Str / +0(-10) Mag / +6 Con Changes resistances: +0%(-17%) temporal Changes damage: +5% physical Critical mult.: +0.00% (-15.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-11) Spellpower: +6 (+1 eff.) (-24 (-5 eff.)) Lowers spell cool-downs by: 0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Size category: +1 A pair of boots made of leather. |
![]() heroic drakeskin leather gloves of the nighthunter (0 def, 6 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +6 (-4) Changes stats: +0(-7) Str / +0(-4) Dex / +3 Cun Changes resistances: +10% darkness / +0%(-12%) lightning Reduces incoming crit damage: 0.00% (-15.00%) Mental save: +9 (+3 eff.) Silence immunity: +0% (-10%) Maximum life: +57.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 4.2 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Offalraze the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +2 (-8) Fatigue: +3% Effects on melee hit: * 13% chance to reduce all saves and defense by 31 * 20 arcane resource burn Damage (Melee): 6 acid / 19 darkness / 10 mind Changes stats: +0(-7) Str / +0(-4) Dex Changes resistances: +6% acid / +3%(-9%) lightning Changes resistances penetration: +5% nature Changes damage: +3% acid Reduces incoming crit damage: 0.00% (-15.00%) Physical save: +5 (+2 eff.) Mental save: -9 (-3 eff.) Silence immunity: +0% (-10%) Disarm immunity: +20% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Ruthless Grip (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +5 (-5) Damage (Melee): 15 darkness / 15 cold Changes stats: +0(-7) Str / +0(-4) Dex Changes resistances: +0%(-12%) lightning Changes damage: +20% darkness / +20% cold Reduces incoming crit damage: 0.00% (-15.00%) Silence immunity: +0% (-10%) Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Instill Fear (costing 12 power out of 30/30) : Effective talent level: 4.5 Power cost: 12 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 23.40 mind and 56.15 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: 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. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 5.72 mind and 13.72 darkness damage per turn and increases cooldowns by 40%. Haunted: Causes the target to suffer 9.22 mind and 22.11 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Hellspitter the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-1 eff.)) Armour: +1 (-2) Defense: +0 (+0 eff.) (-7 (-1 eff.)) Fatigue: +1% (-2%) Damage when hit (Melee): 0(-13) item temporal energize Changes stats: +0(-4) Cun / +3 Con Changes resistances: +6% blight / +3% darkness / +0%(-15%) mind Changes damage: +3% mind Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Confusion immunity: +0% (-33%) A cap made of leather. |
![]() hardened leather cap 'Phoenixminister' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-1 eff.)) Physical crit. chance: +4.0% Armour: +3 (-) Defense: +0 (+0 eff.) (-7 (-1 eff.)) Fatigue: +3% (-) Damage when hit (Melee): 8 mind / 0(-13) item temporal energize Changes stats: +5 Lck / +0(-4) Cun Changes resistances: +0%(-15%) mind Changes resistances penetration: +25% mind Changes damage: +21% fire Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Confusion immunity: +0% (-33%) Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
![]() thaloren dwarven-steel helm of the bounder (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-1 eff.)) Armour: +4 (+1) Defense: +0 (+0 eff.) (-7 (-1 eff.)) Fatigue: +4% (+1%) Damage when hit (Melee): 0(-13) item temporal energize Changes stats: +7 Str / +8 Dex / +4 Wil / +0(-4) Cun Changes resistances: +10% blight / +0%(-15%) mind Mental save: +8 (+3 eff.) (-7 (-2 eff.)) Confusion immunity: +0% (-33%) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 478.6 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: 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. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-10) Mag / +0(-10) Con Changes resistances: +30%(-) light / +0%(-30%) darkness Changes resistances cap: +0%(-10%) light / +0%(-10%) darkness Changes resistances penetration: +0%(-20%) light / +0%(-20%) darkness Changes damage: +10%(-5%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-10%) darkness Talent masteries: +0.00(-0.20) Celestial / Eclipse +0.00(-0.20) Celestial / Sunlight +0.00(-0.20) Celestial / Twilight Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +5 Infravision radius: +0 (-16) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(129 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Twilight Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 6 When wielded/worn: Changes stats: +10(-) Mag / +10(-) Con Changes resistances: +30%(-) light / +30%(-) darkness Changes resistances cap: +10%(-) light / +10%(-) darkness Changes resistances penetration: +20%(-) light / +20%(-) darkness Changes damage: +15%(-) light / +15%(-) darkness Damage affinity(heal): +10%(-) light / +10%(-) darkness Talent masteries: +0.20(-) Celestial / Eclipse +0.20(-) Celestial / Sunlight +0.20(-) Celestial / Twilight Spellpower: +10 (+2 eff.) (-) Infravision radius: +16 (-) The heart seems to emit twilight when you deal darkness damage. Standing on twilit tiles, you feel stronger. Talent on hit(spell): Suncloak (15% chance level 5). Talent on hit(spell): Invoke Darkness (15% chance level 5). This dark grey heart is basked in the power of sun and moon intertwined. Dim twilight dictates its surroundings, blending sunlight and moonlight. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-10) Mag / +0(-10) Con Changes resistances: +0%(-30%) light / +0%(-30%) darkness Changes resistances cap: +0%(-10%) light / +0%(-10%) darkness Changes resistances penetration: +0%(-20%) light / +0%(-20%) darkness Changes damage: +0%(-15%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-10%) darkness Talent masteries: +0.00(-0.20) Celestial / Eclipse +0.00(-0.20) Celestial / Sunlight +0.00(-0.20) Celestial / Twilight Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +3 Infravision radius: +0 (-16) It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 3.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 399.36 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 399.36 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to invoke your inner bearness Activation costs 57 power out of 100/100. The very essence of bearness! |
![]() sapper's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +1 Str / +0(-5) Wil / +2 Cun Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Shimmeridol (dig speed 24 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +0(-5) Wil Changes resistances: +3% acid / +6% temporal Changes damage: +3% lightning Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) (-3 (-1 eff.)) Blindness immunity: +20% Knockback immunity: +20% Only die when reaching: -20.00 life Maximum life: +54.00 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() dwarven-steel pickaxe 'Stokedream' (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Dex / +3(-2) Wil Changes resistances: +21% fire / +17% mind / +9% darkness Spell save: +6 (+2 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Confusion immunity: +23% Maximum life: +80.00 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +3 Healing mod.: +23% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 203% of the healing done. This effect scales with your Magic stat. Activation costs 43 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 115 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. |
![]() Brodivon the elm wand of clairvoyance [power 9] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +2 Changes stats: +0(-5) Wil Critical mult.: +10.00% Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +1% It can be used to reveal the area around you, dispelling darkness (radius 9, power 101 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes stats: +0(-5) Wil Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 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 359 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 20 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Ani the Shalore Anorithil level 32
53rd Haze 122nd year of Ascendancy at 04:51 see stats
By Ani the Shalore Anorithil level 34
67th Haze 122nd year of Ascendancy at 21:33 see stats
By Ani the Shalore Anorithil level 35
75th Haze 122nd year of Ascendancy at 21:55 see stats
By Ani the Shalore Anorithil level 35
10th Decay 122nd year of Ascendancy at 15:50 see stats
By Ani the Shalore Anorithil level 14
5th Flare 122nd year of Ascendancy at 10:22 see stats
By Ani the Shalore Anorithil level 32
58th Haze 122nd year of Ascendancy at 06:23 see stats
By Ani the Shalore Anorithil level 25
31st Dusk 122nd year of Ascendancy at 23:23 see stats
By Ani the Shalore Anorithil level 33
59th Haze 122nd year of Ascendancy at 00:19 see stats
By Ani the Shalore Anorithil level 32
53rd Haze 122nd year of Ascendancy at 05:01 see stats
By Ani the Shalore Anorithil level 10
1st Summertide 122nd year of Ascendancy at 04:53 see stats
By Ani the Shalore Anorithil level 20
9th Dusk 122nd year of Ascendancy at 06:27 see stats
By Ani the Shalore Anorithil level 30
53rd Dusk 122nd year of Ascendancy at 05:45 see stats
By Ani the Shalore Anorithil level 5
4th Mirth 122nd year of Ascendancy at 20:58 see stats
By Ani the Shalore Anorithil level 32
53rd Haze 122nd year of Ascendancy at 04:51 see stats
By Ani the Shalore Anorithil level 36
8th Allure 123rd year of Ascendancy at 17:26 see stats
By Ani the Shalore Anorithil level 29
33rd Dusk 122nd year of Ascendancy at 02:29 see stats
By Ani the Shalore Anorithil level 11
3rd Flare 122nd year of Ascendancy at 11:16 see stats
By Ani the Shalore Anorithil level 4
75th Pyre 122nd year of Ascendancy at 22:19 see stats
By Ani the Shalore Anorithil level 32
53rd Haze 122nd year of Ascendancy at 04:51 see stats
By Ani the Shalore Anorithil level 32
53rd Haze 122nd year of Ascendancy at 04:51 see stats
By Ani the Shalore Anorithil level 27
32nd Dusk 122nd year of Ascendancy at 05:42 see stats
By Ani the Shalore Anorithil level 8
10th Mirth 122nd year of Ascendancy at 00:46 see stats
By Ani the Shalore Anorithil level 3
75th Pyre 122nd year of Ascendancy at 04:56 see stats
By Ani the Shalore Anorithil level 2
74th Pyre 122nd year of Ascendancy at 16:51 see stats
Log
Orc warrior uses Pride of the Orcs.
The protective shield of Ani disappears.
Orc warrior receives 175 healing from Pride of the Orcs.
Ani activates Chant of Resistance.
Ani deactivates Chant of Fortress.
Ani activates Hymn of Shadows.
Ani deactivates Hymn of Perseverance.
A shield forms around Ani.
Ani retunes the fabric of spacetime.
Spacetime feels more stable.
Talent Quick as Thought is ready to use.
Snow giant boulder thrower uses Infusion: Heroism.
Ani is no longer surging arcane power.
Talent Chant of Fortress is ready to use.
Talent Hymn of Perseverance is ready to use.
Ani uses Quick as Thought.
Ani speeds up.
Ani casts Grace of the Eternals.
Ani speeds up.
Ani casts Precognition.
Rested for 13 turns (stop reason: hostile spotted to the south (snow giant boulder thrower)).
You gain 15.00 gold from the transmogrification of Persistent Will.
You gain 25.00 gold from the transmogrification of Rotdare [power 185] (9 cooldown).
You gain 5.62 gold from the transmogrification of heroic hardened leather gloves of magic (+3) (0 def, 6 armour).
You gain 22.98 gold from the transmogrification of Vorulaith the Brightbolt (15 def, 9 armour).
You gain 25.00 gold from the transmogrification of Glacierbreaker the iron waraxe (11-16 power, 2 apr).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 6; blocks 3; dur 4; cd 16).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)