Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: 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:
Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) 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.
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Corruptor |
Level / Exp | 38 / 44% |
Size | small |
Lifes / Deaths | Killed by Grand Corruptor at level 11 on the 3rd Mirth 122nd year of Ascendancy at 05:55 5 / 2Killed by Poltergeist Erelybers the dwarven-steel greatsword at level 13 on the 5th Mirth 122nd year of Ascendancy at 23:52 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 55 (base 60) |
Magic | 89 (base 60) |
Willpower | 41 (base 13) |
Cunning | 61 (base 45) |
Resources
Life | 799/799 |
Vim | 280/280 |
Healing Factor | 1.454935892727 |
Regeneration | 6.1834775440898 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +118.41281712929% |
Vision
Sight | 3 |
Lite | 11 |
Infravision | 6 |
See Stealth | 52.765944659807 |
See Invisible | 58.765944659807 |
Offense: Mainhand
Damage | 33 |
Accuracy | 17 |
Crit Chance | 19% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 32 |
Crit Chance | 21% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +24% |
Cold | +18% |
Darkness | +34% |
Blight | +49% |
Arcane | +32% |
Mind | +32% |
All | +12% |
Offense: Damage Penetration
Fire | +15% |
Blight | +25% |
Arcane | +6% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 48 |
Mental Save | 49 |
Defense: Resistances
Blight | + 36%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 39%( 70%) |
All | + 13%( 70%) |
Darkness | + 21%( 70%) |
Light | + 16%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 16%( 70%) |
Fire | + 24%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 31% |
Disarm Resistance | 24% |
Confusion Resistance | 100% |
Silence Resistance | 100% |
Stun Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 4 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 47 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: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -514 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 514 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Corruption / Blight | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Blood Fury |
talent | Blood Vengeance |
talent | Dark Ritual |
talent | Overkill |
talent | Bone Shield |
beneficial effect | Infinite Dungeon Challenge (Level 33): Near Sighted Challenge |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
Proceed directly to the next Infinite Dungeon level in less than 122 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (122)Turns left: 5 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 203 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (203)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 12): Near SightedYou completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 13): Headhunter0 / 4 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 464 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (464)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 16): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 2): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 21): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 23): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 107 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 24): Rush Hour (107)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 27): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 28): Pacifist | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 29): Headhunter0 / 4 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 30): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 31): Pacifist | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 32): Headhunter0 / 2 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 33): Near Sighted | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 8): Near Sighted | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | pair of rough leather boots 'Gorildir' (0 def, 1 armour) pair of rough leather boots 'Gorildir' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+6 eff.) Physical crit. chance: +1.0% Armour: +1 Changes stats: +1 Str / +3 Dex Critical mult.: +15.00% Silence immunity: +23% Confusion immunity: +22% Stun/Freeze immunity: +24% A pair of boots made of leather. |
Light source | Frostvile the alchemist's lamp Frostvile the alchemist's lampCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) Damage when hit (Melee): 2 cold Changes resistances: +5% arcane Changes resistances penetration: +20% cold Physical save: +15 (+7 eff.) Spell save: +11 (+3 eff.) Mental save: +13 (+4 eff.) Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +4 Mag / +7 Wil / +3 Cun Changes resistances: +9% darkness / +3% fire Changes resistances penetration: +15% fire Changes damage: +10% blight / +9% arcane / +3% darkness Maximum vim: +25.00 Spell crit. chance: +1% Mindpower: +5 (+1 eff.) It can be used to activate talent Vimsense (costing 19 power out of 45/45) : Effective talent level: 4.5 Power cost: 19 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 7 turns, in a radius of 10. The evil touch will reduce their blight resistance by 22% and all saves by 38, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
On hands | Zubyldalle the drakeskin leather gloves (0 def, 3 armour) Zubyldalle the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Mag Changes resistances: +6% blight / +5% arcane / +3% light Changes damage: +5% arcane Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +60.00 Spellpower: +15 (+3 eff.) When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 arcane Damage (radius 2) on crit: +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Deepslash (dig speed 19 turns) Deepslash (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 10 darkness Changes stats: +3 Str / +2 Dex / +3 Mag Changes resistances penetration: +25% blight Changes damage: +9% darkness Critical mult.: +10.00% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | pixie's steel ring of tenacity pixie's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Mag Disarm immunity: +24% Pinning immunity: +31% Knockback immunity: +24% Maximum life: +25.00 Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
On fingers | wizard's gold ring of perseverance wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +4.00 Rings make your fingers look great! |
Around neck | gold amulet 'Airblood' gold amulet 'Airblood'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +14% mind Changes damage: +12% lightning Critical mult.: +10.00% Confusion immunity: +21% Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
In main hand | Frozenmistress (17-20 power, 3 apr, blight element) Frozenmistress (17-20 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): 18 fire Changes damage: +17% blight / +6% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +2% See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Seeds of the Black Tree (17-19 power, 27 apr, darkness damage) Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Cloak | linen cloak of conjuring (1 def, 0 armour) linen cloak of conjuring (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances penetration: +6% arcane Changes damage: +6% arcane Critical mult.: +10.00% Maximum mana: +24.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
healing infusion of the duelist (heal 73; cd 12) healing infusion of the duelist (heal 73; cd 12)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 instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 162; cd 14) healing infusion of the sneak (heal 162; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 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. |
movement infusion of the duelist (speed 455%; cd 18) movement infusion of the duelist (speed 455%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 455% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 547%; cd 18) movement infusion of the warrior (speed 547%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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. |
movement infusion of the warrior (speed 433%; cd 10) movement infusion of the warrior (speed 433%; cd 10)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 increase movement speed by 433% 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. |
regeneration infusion of the titan (heal 247; 14 cd) regeneration infusion of the titan (heal 247; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Constitution 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. |
regeneration infusion of the titan (heal 392; 12 cd) regeneration infusion of the titan (heal 392; 12 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Constitution 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. |
regeneration infusion of the wizard (heal 363; 13 cd) regeneration infusion of the wizard (heal 363; 13 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 29%; physical; dur 3; cd 16) wild infusion of the titan (res 29%; physical; dur 3; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
acid wave rune of the duelist (damage 67; dur 4; cd 21) acid wave rune of the duelist (damage 67; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 66.75 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 149; dur 4; cd 21) acid wave rune of the psychic (damage 149; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 149.18 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 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. |
blink rune (range 5; phase 17; cd 19) blink rune (range 5; phase 17; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 19; cd 12) blink rune (range 4; phase 19; cd 12)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: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 19%, your defense is increased by 19 and all your resistances by 19%. 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 sneak (range 5; phase 19; cd 13) blink rune of the sneak (range 5; phase 19; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
shielding rune of the psychic (absorb 218; dur 4; cd 17) shielding rune of the psychic (absorb 218; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 44; blocks 3; dur 4; cd 14) stormshield rune (threshold 44; blocks 3; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 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 44 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 30; blocks 3; dur 4; cd 15) stormshield rune (threshold 30; blocks 3; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Chamyrion the copper amulet Chamyrion the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Vim when firing critical spell: +2.00 Maximum psi: +20.00 Mindpower: +5 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 44 power out of 60/60. The evilness of undeath radiates from this amulet. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Hathuharaleg HathuharalegInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +5% arcane / +16% temporal Physical save: +11 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Pinning immunity: +24% Knockback immunity: +22% Life regen: +2.00 Amulets make your neck look great! |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 328 strength, based on Magic) for 5 turns Activation costs 18 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Olutoyon OlutoyonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Changes stats: +5 Dex Changes resistances: +9% darkness / +6% temporal Cut immunity: +70% Disarm immunity: +20% Teleport immunity: +20% Only die when reaching: -20.00 life Light radius: +3 Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 349 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Sparkbane the steel amulet Sparkbane the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +6% light Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +12% light Talent mastery: +0.12 Corruption / Torment Light radius: +3 Amulets make your neck look great! |
Xerubreth XerubrethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes resistances penetration: +15% acid Changes damage: +9% mind Talent mastery: +0.16 Corruption / Torment Maximum psi: +20.00 Amulets make your neck look great! |
gold amulet 'Zanilach' gold amulet 'Zanilach'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+6 eff.) Defense: +10 (+5 eff.) Fatigue: -6% Changes stats: +6 Str / +3 Dex / +5 Cun / +3 Con Changes resistances: +6% temporal Changes damage: +12% acid / +6% physical Life regen: +1.00 Stamina each turn: +3.30 Movement speed: +10% Amulets make your neck look great! |
steel amulet 'Isotta' steel amulet 'Isotta'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+6 eff.) Physical power: +5 (+3 eff.) Changes damage: +3% mind / +3% physical Talent mastery: +0.13 Corruption / Sanguisuge Physical save: +6 (+3 eff.) Maximum hate: +10.00 Mental crit. chance: +1% Amulets make your neck look great! |
steel amulet 'Ravensnake' steel amulet 'Ravensnake'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+11 eff.) Armour: +4 Changes stats: +2 Con Changes resistances: +13% temporal Changes damage: +6% darkness Critical mult.: +5.00% Cut immunity: +50% Pinning immunity: +23% Knockback immunity: +22% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 2.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 276 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Aeruritha AerurithaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+11 eff.) Changes stats: +2 Dex Changes resistances: +9% mind Critical mult.: +20.00% Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +26% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
Barochik BarochikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Con Changes damage: +6% blight / +3% mind / +9% arcane Spell save: +11 (+3 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +12.00 Damage Shield penetration: +20% Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Salolle the Coalrot Salolle the CoalrotCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes stats: +3 Dex Changes resistances: +3% darkness Changes damage: +12% darkness Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum mana: +80.00 Rings make your fingers look great! |
conjurer's copper ring of sensing conjurer's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Blindness immunity: +22% Spellpower: +6 (+1 eff.) Infravision radius: +3 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
gold ring 'Balydin' gold ring 'Balydin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +20 (+10 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Str / +5 Mag / +3 Con Changes damage: +9% mind Spell save: +10 (+3 eff.) Only die when reaching: -40.00 life Rings make your fingers look great! |
gold ring of speed gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +7 (+3 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 4.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
marksman's steel ring of power marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Physical power: +6 (+3 eff.) Changes stats: +3 Dex Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of power rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun Spellpower: +7 (+1 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
solipsist's stralite ring of misery solipsist's stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage (Melee): 20 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 28 Damage (Ranged): 19 physical Changes stats: +9 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Mindpower: +9 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
steel ring 'Willowvenom' steel ring 'Willowvenom'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Con Changes resistances: +6% lightning / +6% temporal / +3% nature Changes resistances penetration: +5% nature Blindness immunity: +26% Infravision radius: +4 See stealth: +7 See invisible: +8 Rings make your fingers look great! |
stralite ring 'Crackletide' stralite ring 'Crackletide'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+11 eff.) Physical crit. chance: +3.0% Physical power: +8 (+4 eff.) Damage when hit (Melee): 8 lightning Changes stats: +4 Con Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +6% physical Spellpower: +9 (+2 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
enhanced dwarven-steel dagger of evisceration (15-20 power, 7 apr) enhanced dwarven-steel dagger of evisceration (15-20 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 62 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +5 (+3 eff.) Changes stats: +8 Str / +6 Dex / +6 Mag / +6 Wil / +7 Cun / +5 Con Sharp, short and deadly. |
Emelalrawyn the elven-wood magestaff (31-37 power, 5 apr, fire element) Emelalrawyn the elven-wood magestaff (31-37 power, 5 apr, fire 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: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 31 fire Damage when hit (Melee): 2 physical Changes stats: +1 Str / +1 Con Changes damage: +9% physical / +31% fire Talent granted: +1 Command Staff Critical mult.: +37.00% Physical save: +9 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +21 (+5 eff.) Spell crit. chance: +11% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
Islessra (30-36 power, 6 apr, lightning element) Islessra (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +18 Armour Hardiness: +7% Defense: +24 (+12 eff.) Maximum wards: +3 lightning Changes resistances penetration: +35% arcane / +10% acid Changes damage: +30% lightning / +15% arcane Talents granted: +3 Ward +1 Command Staff Physical save: +7 (+3 eff.) Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +15% Damage Shield Power: +14% Staves designed for wielders of magic, by the greats of the art. |
Lustrewrither the hardened leather belt Lustrewrither the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +3 Str / +7 Dex / +2 Mag / +4 Cun / +3 Con Changes resistances: +6% light Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Hettychik' hardened leather belt 'Hettychik'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Damage when hit (Melee): 10 arcane Changes stats: +2 Mag / +3 Con Changes damage: +6% blight Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
cashmere cloak 'Cyrytira' (2 def, 26 armour) cashmere cloak 'Cyrytira' (2 def, 26 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +26 Defense: +2 (+1 eff.) Changes stats: +1 Dex Changes resistances: +3% light / +38% cold Changes damage: +15% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe 'Poluth' (0 def, 0 armour) silk robe 'Poluth' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Wil / +11 Mag Changes resistances: +3% acid / +3% temporal / +27% light / +3% darkness / +12% lightning / +13% all Changes resistances penetration: +9% temporal / +12% physical Changes damage: +16% temporal / +14% light / +13% physical Blindness immunity: +20% Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +17 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 233 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 18 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Hettobers the pair of iron boots (0 def, 3 armour) Hettobers the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +3 Fatigue: +2% Changes stats: +4 Str / +6 Dex / +2 Mag / +2 Wil / +2 Con Spellpower: +15 (+3 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 19 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) 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 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% 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." |
reinforced pair of hardened leather boots of spellbinding (0 def, 7 armour) reinforced pair of hardened leather boots of spellbinding (0 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +2 Mag Changes resistances: +7% acid / +8% fire / +8% lightning / +7% cold Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Eilinedakira (0 def, 9 armour) Eilinedakira (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Damage (Melee): 5 physical Changes stats: +2 Dex / +1 Con Changes damage: +3% physical Maximum stamina: +20.00 See invisible: +3 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nerydath (0 def, 2 armour) Nerydath (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 6 lightning Damage when hit (Melee): 2 mind Changes resistances: +5% lightning / +15% blight Changes resistances penetration: +25% blight Changes damage: +6% lightning / +12% blight When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves of strength (+3) (0 def, 6 armour) sand rough leather gloves of strength (+3) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 12.5 - 13.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthazilachik (20 def, 3 armour) Cuthazilachik (20 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +3 Defense: +20 (+10 eff.) Fatigue: +5% Changes stats: +3 Cun / +6 Dex Physical save: +9 (+4 eff.) Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gluvea (5 def, 8 armour) Gluvea (5 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +4 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +7 Str / +3 Con Changes resistances: +4% all Changes resistances penetration: +20% physical Physical save: +20 (+10 eff.) A cap made of leather. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
688 alchemist agate 688 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
12 aquamarine 12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayuma (dig speed 18 turns) Mayuma (dig speed 18 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +5 Str / +4 Dex / +3 Con Changes damage: +3% mind Critical mult.: +20.00% Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Disease immunity: +10% Life regen: +2.00 Maximum life: +72.00 Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Vilerend' (dig speed 10 turns) dwarven-steel pickaxe 'Vilerend' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str Changes resistances: +7% darkness / +5% fire Changes resistances penetration: +25% nature Changes damage: +6% arcane Infravision radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+6 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+6 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bareran the alchemist's lamp Bareran the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 fire Changes stats: +2 Cun Changes resistances: +8% fire Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Light radius: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Velewe' dwarven lantern 'Velewe'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +8 Damage when hit (Melee): 46 fire Changes stats: +3 Con Changes resistances: +15% fire Changes resistances penetration: +5% temporal Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glintwolf the stralite torque of mindblast [power 325] (11 cooldown) Glintwolf the stralite torque of mindblast [power 325] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% light Changes resistances penetration: +20% temporal Changes damage: +12% blight / +9% temporal Maximum mana: +100.00 It can be used to blast the opponent's mind dealing 429 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Rhenarivon [power 160] (11 cooldown) Rhenarivon [power 160] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Dex / +2 Mag / +5 Wil See invisible: +12 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 179 physical damage Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Vorydheth [power 73] (19 cooldown) Vorydheth [power 73] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Critical mult.: +5.00% Physical save: +9 (+4 eff.) Stamina each turn: +1.00 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 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 93 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 26 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Corruptor the Yeek Corruptor level 25
7th Dusk 122nd year of Ascendancy at 12:13 see stats
By Corruptor the Yeek Corruptor level 35
25th Dusk 122nd year of Ascendancy at 20:18 see stats
By Corruptor the Yeek Corruptor level 25
8th Dusk 122nd year of Ascendancy at 02:45 see stats
By Corruptor the Yeek Corruptor level 16
9th Mirth 122nd year of Ascendancy at 06:00 see stats
By Corruptor the Yeek Corruptor level 24
6th Dusk 122nd year of Ascendancy at 03:04 see stats
By Corruptor the Yeek Corruptor level 35
25th Dusk 122nd year of Ascendancy at 20:18 see stats
By Corruptor the Yeek Corruptor level 10
2nd Mirth 122nd year of Ascendancy at 04:49 see stats
By Corruptor the Yeek Corruptor level 20
3rd Flare 122nd year of Ascendancy at 22:40 see stats
By Corruptor the Yeek Corruptor level 30
14th Dusk 122nd year of Ascendancy at 08:09 see stats
By Corruptor the Yeek Corruptor level 33
19th Dusk 122nd year of Ascendancy at 16:15 see stats
By Corruptor the Yeek Corruptor level 21
7th Flare 122nd year of Ascendancy at 03:18 see stats
By Corruptor the Yeek Corruptor level 38
31st Dusk 122nd year of Ascendancy at 19:12 see stats
By Corruptor the Yeek Corruptor level 24
6th Dusk 122nd year of Ascendancy at 02:14 see stats
By Corruptor the Yeek Corruptor level 17
10th Mirth 122nd year of Ascendancy at 11:55 see stats
Log
You gain 6.70 gold from the transmogrification of caustic stralite mace of massacre (44-62 power, 5 apr).
You gain 5.89 gold from the transmogrification of stralite longsword of enduring (34-48 power, 5 apr).
You gain 5.74 gold from the transmogrification of blazebringer's stralite longsword of massacre (42-59 power, 5 apr).
You gain 17.23 gold from the transmogrification of Frostseam (41-57 power, 5 apr).
You gain 5.98 gold from the transmogrification of throat-seeking ash longbow of piercing.
You gain 7.99 gold from the transmogrification of penetrating elven-wood longbow of true flight.
You gain 0.50 gold from the transmogrification of ash longbow.
You gain 5.99 gold from the transmogrification of truestriking stralite greatsword of erosion (50-79 power, 3 apr).
You gain 4.16 gold from the transmogrification of stralite greatsword of crippling (46-73 power, 3 apr).
You gain 3.20 gold from the transmogrification of steel greatsword of crippling (24-39 power, 2 apr).
You gain 4.52 gold from the transmogrification of flaming stralite greatsword of crippling (50-81 power, 3 apr).
You gain 10.86 gold from the transmogrification of caustic dwarven-steel greatsword of enduring (32-52 power, 2 apr).
You gain 5.88 gold from the transmogrification of blazebringer's stralite greatsword (50-81 power, 3 apr).
You gain 24.74 gold from the transmogrification of Pitchjeer the stralite greatsword (48-78 power, 3 apr).
You gain 20.76 gold from the transmogrification of Glittervenom (51-82 power, 3 apr).
You gain 7.32 gold from the transmogrification of warbringer's steel dagger of rage (12-15 power, 6 apr).
You gain 4.02 gold from the transmogrification of stralite dagger of crippling (28-36 power, 9 apr).
You gain 9.33 gold from the transmogrification of plaguebringer's stralite dagger of rage (28-37 power, 9 apr).
You gain 2.25 gold from the transmogrification of inquisitor's iron dagger (9-12 power, 5 apr).
You gain 7.09 gold from the transmogrification of elemental stralite dagger of shearing (28-36 power, 9 apr).
You gain 20.00 gold from the transmogrification of Icy Kill (35-46 power, 10 apr).
You gain 21.56 gold from the transmogrification of Hystir the Heatjustice (28-36 power, 9 apr).
You gain 7.60 gold from the transmogrification of elemental stralite battleaxe of crippling (44-67 power, 3 apr).
You gain 22.20 gold from the transmogrification of Glowumbra the dwarven-steel battleaxe (43-64 power, 2 apr).
You gain 21.18 gold from the transmogrification of steel ring 'Xanoldatta'.
You gain 25.00 gold from the transmogrification of Tirakai's Maul (32-42 power, 6 apr).
You are no longer encumbered.
You gain 25.00 gold from the transmogrification of Blackspitter the elven-wood vilestaff (25-30 power, 5 apr, acid element).
You gain 14.83 gold from the transmogrification of hardened leather belt 'Velyralle'.
You gain 5.68 gold from the transmogrification of mindwoven silk robe of Linaniil (0 def, 0 armour).