Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 33 / 18% |
Size | medium |
Lifes / Deaths | Killed by Aerinne the elven warrior at level 14 on the 36th Dusk 122nd year of Ascendancy at 11:59 5 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 60 (base 60) |
Constitution | 10 (base 10) |
Magic | 72 (base 60) |
Willpower | 45 (base 21) |
Cunning | 33 (base 10) |
Resources
Life | 696/696 |
Paradox | 310 |
Healing Factor | 1.0000003099961 |
Regeneration | 2.2500006974913 |
Speed
Mental | +16.477340650463% |
Attack | +16.477340650463% |
Movement | +3.9968028886506E-12% |
Spell | +16.477340650463% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 22.909830868517 |
See Invisible | 22.909830868517 |
Offense: Mainhand
Damage | 82 |
Accuracy | 62 |
Crit Chance | 20% |
APR | 21 |
Speed | 0.86 |
Offense: Offhand
Damage | 36 |
Accuracy | 62 |
Crit Chance | 22% |
APR | 24 |
Speed | 0.86 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 28% |
Speed | 0.85853608471445 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 8% |
Speed | 0.85853608471445 |
Offense: Damage Bonus
Nature | +5% |
Lightning | +5% |
Light | +29% |
Mind | +13% |
Cold | +18% |
Arcane | +22% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Lightning | +11% |
Light | +5% |
Temporal | +14% |
Darkness | +23% |
Mind | +5% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 5 (55.566944326937%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 42 |
Mental Save | 44 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 61%( 70%) |
Cold | + 62%( 70%) |
All | + 57%( 70%) |
Lightning | + 59%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 61%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 60%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Teleport Resistance | 10% |
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 6 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 514% 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 Cunning stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.45 |
| 2/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Phase Pulse |
talent | Weapon Folding |
beneficial effect | Increases attack, spell, and mind speed by 16%. 1 Time Dilation |
beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of PhaseThese effects cap at 40%. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 162. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 length of troll intestine. * You've found the needed electric eel tail. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | blood-soaked pair of hardened leather boots of void walking (0 def, 3 armour) blood-soaked pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Changes resistances: +12% darkness / +15% temporal Changes resistances penetration: +13% darkness / +14% temporal Defense after a teleport: +18 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Light source | Ademira the Lavasage Ademira the LavasagePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 nature Changes stats: +7 Wil Changes resistances: +7% temporal / +8% cold / +3% fire Changes resistances penetration: +15% fire Changes damage: +13% mind / +18% fire Physical save: +18 (+9 eff.) Spell save: +16 (+5 eff.) Mental save: +17 (+5 eff.) Light radius: +5 Defense after a teleport: +16 Resist all after a teleport: +19% New effects duration reduction after a teleport: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Vorewyn (2 def, 0 armour) Vorewyn (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +2 Mag Changes resistances: +6% lightning / +4% temporal / +39% light / +5% fire / +4% nature / +5% acid / +5% blight / +5% cold / +5% darkness Changes damage: +23% light Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Tool | focusing steel torque of clear mind [power 2] (25 cooldown) focusing steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Radianceviper the copper ring Radianceviper the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% temporal / +9% mind / +3% nature Changes resistances penetration: +5% mind Changes damage: +6% light Stun/Freeze immunity: +25% Life regen: +2.00 Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Defense: +8 (+2 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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! |
Around neck | Soottitan SoottitanPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +1 Mag Changes resistances: +3% darkness Changes resistances penetration: +5% light / +10% darkness Talent mastery: +0.15 Technique / Combat training Physical save: +12 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
In main hand | Cyritira (124% power, 4 apr) Cyritira (124% power, 4 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 86 lightning damage (1/turn) When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +11% lightning Changes damage: +5% lightning Critical mult.: +15.00% Mental save: +6 (+2 eff.) One-handed war axes. |
Around waist | Halogadas the drakeskin leather belt Halogadas the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +10 Wil Changes resistances: +5% arcane / +12% temporal Damage against: +22% Summoned Reduced damage from: +30% Summoned Critical mult.: +12.00% Mental save: +10 (+3 eff.) Maximum life: +56.00 A belt that goes around your waist. |
In off hand | Quenchsun the dwarven-steel dagger (116% power, 7 apr) Quenchsun the dwarven-steel dagger (116% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire When wielded/worn: Armour: +2 Changes stats: +2 Cun Changes resistances: +5% arcane Changes damage: +18% cold Reduces incoming crit damage: 10.00% Teleport immunity: +10% Hate when firing a critical mind attack: +3.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
Cloak | enveloping linen cloak of the voidstalker (7 def, 0 armour) enveloping linen cloak of the voidstalker (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +12% darkness / +12% temporal Physical save: +6 (+3 eff.) Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% 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 10 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 | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
heroism infusion of the sneak (die at -259; dur 6; cd 25) heroism infusion of the sneak (die at -259; dur 6; cd 25)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: 25 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 -259 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 259 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 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. |
This item will automatically be transmogrified when you leave the level. movement infusion of the psychic (speed 679%; cd 13)movement infusion of the psychic (speed 679%; cd 13) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 679% 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 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. |
movement infusion of the warrior (speed 469%; cd 13) movement infusion of the warrior (speed 469%; cd 13)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% 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 430%; cd 15) movement infusion of the warrior (speed 430%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 311; 12 cd)regeneration infusion (heal 311; 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 311 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 21%; physical; dur 2; cd 11)wild infusion (res 21%; physical; dur 2; cd 11) 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: 11 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (86% 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )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: 20 Travel Speed: instantaneous Usage Speed: Spell (86% 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. |
Rune of the Rift (330.00 temporal damage, removed from time 4 turns) Rune of the Rift (330.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Inflicts 330.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. biting gale rune (damage 175; dur 4; cd 17)biting gale rune (damage 175; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 174.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
This item will automatically be transmogrified when you leave the level. blink rune (range 5; phase 18; cd 12)blink rune (range 5; phase 18; 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: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
This item will automatically be transmogrified when you leave the level. blink rune of the sneak (range 5; phase 20; cd 18)blink rune of the sneak (range 5; phase 20; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Spell (86% 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
This item will automatically be transmogrified when you leave the level. ethereal rune of the warrior (power 15; resist 19%; move 41%; dur 5; cd 22)ethereal rune of the warrior (power 15; resist 19%; move 41%; dur 5; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 41% faster, and you are invisible (power 15). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 396; dur 4; cd 16) shielding rune of the duelist (absorb 396; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 396 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune of the warrior (absorb 133; dur 5; cd 14)shielding rune of the warrior (absorb 133; dur 5; 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 create a protective shield absorbing at most 133 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 98; dur 3; cd 16) shielding rune of the warrior (absorb 98; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 98 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 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. |
Sewerwell SewerwellInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +27% mind / +9% nature Changes damage: +12% nature / +3% mind Confusion immunity: +25% Light radius: +2 Amulets make your neck look great! |
Ulfyran the Shinepall Ulfyran the ShinepallInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +2 Con Changes resistances: +12% cold / +11% light / +12% darkness Changes resistances penetration: +5% light Blindness immunity: +20% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zubille the Thunderbrand Zubille the ThunderbrandInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +16 Armour: +5 Defense: +7 (+2 eff.) Changes stats: +7 Str Changes resistances: +9% lightning / +5% arcane Changes resistances cap: +4% all Changes damage: +9% lightning Critical mult.: +12.00% Physical save: +9 (+5 eff.) Amulets make your neck look great! |
copper amulet 'Mayuwen' copper amulet 'Mayuwen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances penetration: +5% mind Light radius: +1 See invisible: +12 Amulets make your neck look great! |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Cametir' steel amulet 'Cametir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 4 temporal Changes stats: +3 Con Changes resistances: +15% mind Changes damage: +6% blight Confusion immunity: +24% Life regen: +2.00 Amulets make your neck look great! |
steel amulet 'Prismquench' steel amulet 'Prismquench'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +6 Wil / +9 Cun / +4 Con Changes resistances: +6% mind Physical save: +11 (+6 eff.) Life regen: +4.00 Maximum life: +41.00 Light radius: +3 Amulets make your neck look great! |
vitalizing gold amulet of murder vitalizing gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Changes stats: +3 Con Critical mult.: +10.00% Physical save: +9 (+5 eff.) Life regen: +5.00 Maximum life: +38.00 Amulets make your neck look great! |
Amihek the copper ring Amihek the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Changes stats: +2 Con Critical mult.: +5.00% Physical save: +4 (+2 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 Rings make your fingers look great! |
Ebonysteel the steel ring Ebonysteel the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +5 Dex / +6 Mag / +5 Wil / +5 Cun Changes resistances: +6% fire Changes damage: +9% darkness Mental save: +6 (+2 eff.) Confusion immunity: +23% Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
Thunderparry the copper ring Thunderparry the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +4 Changes stats: +5 Str / +5 Con Changes resistances: +15% lightning / +2% physical / +3% acid Poison immunity: +20% Disease immunity: +10% Teleport immunity: +10% Maximum hate: +2.00 Healing mod.: +20% Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Physical power: +7 (+4 eff.) Defense: +8 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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! |
This item will automatically be transmogrified when you leave the level. gold ring of lifegold ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +8.00 Maximum life: +59.00 Healing mod.: +13% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. mule's steel ring of lifemule's steel ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +20 Life regen: +7.00 Maximum life: +40.00 Healing mod.: +14% Rings make your fingers look great! |
solipsist's copper ring of misery solipsist's copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 22 Damage (Ranged): 10 physical Changes stats: +6 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 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 'Uloneg' steel ring 'Uloneg'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Dex / +9 Wil / +8 Cun Changes resistances: +12% blight Changes damage: +12% blight Hate when firing a critical mind attack: +2.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. steel ring of speedsteel ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+2 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 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 32% for 5 turns. Rings make your fingers look great! |
titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +8 (+4 eff.) Rings make your fingers look great! |
treant's copper ring of perseverance treant's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +5% blight Poison immunity: +13% Disease immunity: +11% Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of enduring (157% power, 3 apr)balanced stralite battleaxe of enduring (157% power, 3 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +12 (+3 eff.) Changes stats: +13 Con / +10 Wil Disarm immunity: +45% Maximum life: +42.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite battleaxe of massacre (168% power, 3 apr)thought-forged stralite battleaxe of massacre (168% power, 3 apr) Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 22 Damage (Melee): +20 mind When wielded/worn: Changes stats: +6 Cun / +7 Wil Massive two-handed battleaxes. |
Bloomedge the stralite dagger (134% power, 9 apr) Bloomedge the stralite dagger (134% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +11 temporal When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +4 Con Changes resistances: +6% nature / +14% temporal Critical mult.: +24.00% Disarm immunity: +44% See invisible: +9 Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% 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 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. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 0% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Viperweeper (119% power, 7 apr) Viperweeper (119% power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 48% Damage (radius 1) on hit: +8 nature / +16 physical Damage (radius 2) on crit: +24 lightning / +6 cold When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +6% acid / +6% lightning / +3% nature / +5% arcane Changes resistances penetration: +16% lightning / +11% cold Movement speed: +34% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (112% power, 7 apr)dwarven-steel dagger (112% power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite dagger of rage (138% power, 9 apr)truestriking stralite dagger of rage (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +8 Changes stats: +5 Str Changes resistances penetration: +9% physical Changes damage: +9% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered steel greatmaul of shearing (133% power, 2 apr)slime-covered steel greatmaul of shearing (133% power, 2 apr) Requires: - Magic 16 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14% chance to slow global speed by 48% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% all Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Aeryda the stralite greatsword (160% power, 3 apr)Aeryda the stralite greatsword (160% power, 3 apr) Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +16 Damage when hit (Melee): 6 physical Changes stats: +16 Str / +11 Dex / +10 Mag / +9 Wil / +14 Cun / +10 Con Changes resistances: +2% physical Changes resistances penetration: +13% all Critical mult.: +15.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Colaryem (159% power, 12 apr)Colaryem (159% power, 12 apr) Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 130% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword of daylight (148% power, 2 apr)quick dwarven-steel greatsword of daylight (148% power, 2 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 light Damage against: +9% Undead When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +5 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword 'Velarassra' (161% power, 3 apr)stralite greatsword 'Velarassra' (161% power, 3 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 86 cold damage (1/turn) Damage (Melee): +13 light / +8 mind Damage against: +28% Undead When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Defense: +16 (+4 eff.) Changes stats: +1 Cun Changes resistances: +6% acid Changes resistances penetration: +28% cold Changes damage: +24% cold Mental save: +9 (+3 eff.) Disarm immunity: +42% Stun/Freeze immunity: +20% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of rage (157% power, 3 apr)stralite greatsword of rage (157% power, 3 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +2 Str Changes damage: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty ash longbow of firemighty ash longbow of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +12 fire When wielded/worn: Physical power: +11 (+6 eff.) Changes stats: +5 Str Changes damage: +18% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel longsword of torment (126% power, 4 apr)arcing dwarven-steel longsword of torment (126% power, 4 apr) Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 86 damage Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. caustic stralite longsword (144% power, 5 apr)caustic stralite longsword (144% power, 5 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +23 acid / +24 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +11% acid / +14% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. caustic stralite longsword (138% power, 5 apr)caustic stralite longsword (138% power, 5 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +7 acid / +26 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +14% acid / +7% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling stralite longsword of massacre (151% power, 5 apr)chilling stralite longsword of massacre (151% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 151% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. enhanced stralite longsword of erosion (143% power, 5 apr)enhanced stralite longsword of erosion (143% power, 5 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Changes stats: +6 Str / +6 Dex / +8 Mag / +7 Wil / +6 Cun / +6 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite longsword (141% power, 5 apr)plaguebringer's stralite longsword (141% power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +26% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Cherand the steel mace (109% power, 3 apr)Cherand the steel mace (109% power, 3 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane Changes resistances: +9% mind Changes resistances penetration: +5% arcane / +20% mind Changes damage: +18% temporal Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
caustic dwarven-steel mace of enduring (132% power, 4 apr) caustic dwarven-steel mace of enduring (132% power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +24 acid / +17 nature When wielded/worn: Armour penetration: +9 Changes stats: +8 Con / +7 Wil Changes resistances penetration: +7% acid / +8% nature Maximum life: +51.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elemental stralite mace (144% power, 5 apr)elemental stralite mace (144% power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 86 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +7% acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Brightshaper the thorny mindstar (93% power, 24 apr, mind damage)Brightshaper the thorny mindstar (93% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +16 fire When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +2 Str / +1 Mag / +4 Cun Changes resistances penetration: +5% fire Changes damage: +7% lightning / +10% physical / +7% cold / +11% mind / +3% fire Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Pinning immunity: +20% Psi when firing a critical mind attack: +3.00 Mindpower: +9 (+4 eff.) Mental crit. chance: +6% See invisible: +12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar (94% power, 24 apr, mind damage)thorny mindstar (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of frost (96% power, 24 apr, nature damage)thorny mindstar of frost (96% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage (Melee): 14 cold Changes resistances: +9% cold Changes resistances penetration: +7% cold Changes damage: +7% cold Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Zubadalle the hardened leather slingZubadalle the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +4.0% Defense: +5 (+1 eff.) Changes resistances: +12% temporal Cut immunity: +20% Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +60.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of coldmighty hardened leather sling of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +7 cold When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +3 Str Changes damage: +8% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. stormbringer's reinforced leather sling of enduringstormbringer's reinforced leather sling of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +18 lightning / +17 cold When wielded/worn: Changes stats: +10 Con / +9 Wil Changes resistances penetration: +11% lightning / +15% cold Maximum life: +66.00 Movement speed: +28% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Eremydobers the Lustrefury (111% power, 3 apr, cold element)Eremydobers the Lustrefury (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +2 Dex / +4 Mag Changes resistances penetration: +10% light Changes damage: +15% light / +15% cold Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. enhanced dwarven-steel steamgunenhanced dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +3 Dex / +5 Mag / +5 Wil / +8 Cun / +5 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty iron steamgun of piercingmighty iron steamgun of piercing Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical power: +6 (+3 eff.) Changes stats: +2 Str Changes resistances penetration: +6% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite waraxe of rage (138% power, 5 apr)inquisitor's stralite waraxe of rage (138% power, 5 apr) Requires: - Magic 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +17 (+5 eff.) Changes stats: +1 Str Changes damage: +8% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite waraxe of corruption (138% power, 5 apr)plaguebringer's stralite waraxe of corruption (138% power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 4). When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +13 blight When wielded/worn: Disease immunity: +10% One-handed war axes. |
rough leather belt of the vagrant rough leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Mental save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Fearfire Mantle (14 def, 0 armour)Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Frigidhash the linen cloak (1 def, 0 armour) Frigidhash the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances: +3% cold Critical mult.: +10.00% Equilibrium when hit: +0.12 Maximum life: +20.00 Mental 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. |
This item will automatically be transmogrified when you leave the level. Murkminister (9 def, 0 armour)Murkminister (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 10 arcane Changes resistances: +5% arcane / +12% darkness Changes resistances penetration: +25% arcane Physical save: +11 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Layumira' (2 def, 0 armour) cashmere cloak 'Layumira' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +12% blight Changes damage: +6% mind Mental save: +7 (+2 eff.) Hate when firing a critical mind attack: +2.00 Only die when reaching: -80.00 life Maximum life: +20.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak of fog (8 def, 0 armour)murderer's cashmere cloak of fog (8 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Defense: +8 (+2 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +12% light / +13% fire Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak of Iron Throne (2 def, 0 armour)resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of Eldoral (2 def, 7 armour)thick cashmere cloak of Eldoral (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Islithra' (0 def, 0 armour) cashmere robe 'Islithra' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Wil Changes resistances: +16% physical / +12% darkness / +9% blight / +12% mind / +11% all Changes damage: +16% physical Physical save: +13 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +28 (+9 eff.) Life regen: +3.10 Maximum life: +48.00 Light radius: +3 Healing mod.: +15% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (0 def, 0 armour) 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: +4 Mag / +3 Wil Changes resistances: +13% all Silence immunity: +27% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe (0 def, 0 armour)verdant silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% all Changes damage: +21% nature Poison immunity: +24% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour) verdant woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% all Changes damage: +7% nature Poison immunity: +21% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour)woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 36% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Eilinylaith the pair of iron boots (0 def, 3 armour) Eilinylaith the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +2% Changes stats: +4 Con Changes resistances: +6% lightning / +6% temporal Maximum hate: +2.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of hardened leather boots of speed (0 def, 3 armour)blood-soaked pair of hardened leather boots of speed (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +3 Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Wil Physical save: +5 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.60 Maximum stamina: +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. fleetfooted pair of hardened leather boots of spellbinding (6 def, 3 armour)fleetfooted pair of hardened leather boots of spellbinding (6 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +4 Dex / +3 Mag Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Issufast the Ravenswift (0 def, 2 armour) Issufast the Ravenswift (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 cold Changes stats: +3 Str / +7 Con Changes resistances: +12% darkness / +5% cold Changes resistances penetration: +10% light Changes damage: +8% cold When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +8 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Velolrama' (0 def, 1 armour) iron gauntlets 'Velolrama' (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 mind Changes stats: +3 Dex Changes resistances penetration: +15% mind Maximum hate: +2.00 Maximum psi: +10.00 When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. scouring drakeskin leather gloves of archery (0 def, 3 armour)scouring drakeskin leather gloves of archery (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Armour: +3 Effects when hit in melee: * 15 arcane resource burn Changes stats: +8 Cun / +6 Dex Spell save: +13 (+4 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 15 arcane resource burn It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Glowpall the hardened leather cap (6 def, 9 armour)Glowpall the hardened leather cap (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +9% acid / +5% all Changes resistances penetration: +15% lightning / +15% light Changes damage: +15% acid / +27% light Physical save: +10 (+5 eff.) A cap made of leather. |
Hyrofast (1 def, 2 armour) Hyrofast (1 def, 2 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +5 Con / +2 Wil Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Sunradiance the rough leather cap (0 def, 1 armour) Sunradiance the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 cold Changes stats: +1 Cun Changes resistances: +6% cold / +12% fire Allows you to breathe in: water Mental save: +3 (+1 eff.) Mental crit. chance: +2% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding iron helm of dexterity (+3) (0 def, 3 armour)grounding iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. leafwalker's dwarven-steel helm of trickery (0 def, 4 armour)leafwalker's dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +4 Dex Changes resistances: +8% nature Spell save: +8 (+2 eff.) Maximum life: +61.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour)dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of command (14 def, 12 armour)enlightening dwarven-steel mail armour of command (14 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+4 eff.) Fatigue: +12% Changes stats: +6 Cun / +4 Wil Mental save: +27 (+9 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour)prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +13% light / +13% darkness / +6% arcane Spell save: +13 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. The Untouchable (14 def, 12 armour)The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of the deep (9 def, 9 armour)hardened leather armour of the deep (9 def, 9 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +7% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble reinforced leather armour of spell shielding (17 def, 7 armour)nimble reinforced leather armour of spell shielding (17 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +7% arcane Spell save: +21 (+7 eff.) Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant reinforced leather armour of the wind (17 def, 7 armour)radiant reinforced leather armour of the wind (17 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Armour: +7 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +10% blight / +10% darkness Stamina each turn: +1.20 Light radius: +1 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 71 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Mucusraven (0 def, 11 armour)Mucusraven (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +2 Dex / +3 Mag / +5 Wil Changes resistances: +6% nature / +24% cold Changes damage: +12% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. coruscating dwarven-steel shield of cold resistance (+13%) (0 def, 6 armour, 138% power, 78 block)coruscating dwarven-steel shield of cold resistance (+13%) (0 def, 6 armour, 138% power, 78 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 Damage (Melee): +13 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 5 fire Changes stats: +3 Str Changes resistances: +15% cold / +13% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. coruscating stralite shield of physical resistance (+15%) (0 def, 8 armour, 153% power, 149 block)coruscating stralite shield of physical resistance (+15%) (0 def, 8 armour, 153% power, 149 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 154% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +149 Damage (Melee): +16 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 9 fire Changes stats: +4 Str Changes resistances: +10% physical / +15% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. crackling dwarven-steel shield of acid resistance (+12%) (0 def, 6 armour, 138% power, 77 block)crackling dwarven-steel shield of acid resistance (+12%) (0 def, 6 armour, 138% power, 77 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +77 Damage (Melee): +13 lightning When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 9 lightning Changes stats: +2 Dex Changes resistances: +12% lightning / +19% acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming steel shield (0 def, 4 armour, 102% power, 38 block)flaming steel shield (0 def, 4 armour, 102% power, 38 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 102% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 3 fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced stralite shield of crushing (0 def, 15 armour, 168% power, 183.5 block)reinforced stralite shield of crushing (0 def, 15 armour, 168% power, 183.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 168% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +184 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Physical power: +7 (+4 eff.) Armour: +15 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking dwarven-steel shield of earthen fury (0 def, 10 armour, 140% power, 80 block)shocking dwarven-steel shield of earthen fury (0 def, 10 armour, 140% power, 80 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 141% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * Deal physical damage equal to your armor (5) When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 17 lightning Damage when hit (Melee): 8 lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of resistance (0 def, 8 armour, 161% power, 139 block)stralite shield of resistance (0 def, 8 armour, 161% power, 139 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +139 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +8% acid / +9% fire / +7% lightning / +5% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. swashbuckler's stralite shield (0 def, 8 armour, 156% power, 141 block)swashbuckler's stralite shield (0 def, 8 armour, 156% power, 141 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 157% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +6 Str / +3 Dex Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. windwalling stralite shield of lightning resistance (+21%) (0 def, 8 armour, 165% power, 145.5 block)windwalling stralite shield of lightning resistance (+21%) (0 def, 8 armour, 165% power, 145.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 166% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 Damage (Melee): +11 physical When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +21% lightning / +14% physical Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +46 Handheld deflection devices. |
Sleettrail the quiver of ash arrows (56/56, 118% power, 7 apr) Sleettrail the quiver of ash arrows (56/56, 118% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 119% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 56 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +11 nature / +20 cold Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
8 agate 8 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. |
625 alchemist agate 625 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. |
onyx 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. |
9 aquamarine 9 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
6 opal 6 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. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dwarven dwarven-steel pickaxe (dig speed 23 turns)dwarven dwarven-steel pickaxe (dig speed 23 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Physical save: +8 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +51.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. soldier's dwarven-steel pickaxe (dig speed 15 turns)soldier's dwarven-steel pickaxe (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
7 spinel 7 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: 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. |
Gloomlace GloomlaceInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% fire Changes damage: +6% darkness / +3% fire Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Sewerripper the brass lantern Sewerripper the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +3% acid / +3% blight Changes resistances penetration: +5% nature Spell save: +9 (+3 eff.) Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Willowblast WillowblastInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% * 10 arcane resource burn Changes resistances: +6% lightning / +6% fire / +6% darkness / +3% light Changes damage: +3% cold Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Lightfist'alchemist's lamp 'Lightfist' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 6 light Changes resistances: +12% mind / +20% blight Changes resistances penetration: +10% light Physical save: +27 (+12 eff.) Spell save: +16 (+5 eff.) Mental save: +14 (+4 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)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 122% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots of torment (20/23, 165% power, 5 apr)barbed pouch of stralite shots of torment (20/23, 165% power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 166% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.5% Capacity: 23 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of stralite shots of grasping (17/17, 156% power, 5 apr)hateful pouch of stralite shots of grasping (17/17, 156% power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 157% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns Damage (Ranged): +12 darkness Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of stralite shots (21/21, 154% power, 5 apr)psychokinetic pouch of stralite shots (21/21, 154% power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage Damage (Ranged): +6 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. self-loading pouch of steel shots of accuracy (16/16, 123% power, 2 apr)self-loading pouch of steel shots of accuracy (16/16, 123% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 123% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 Turns elapse between self-loadings: 4 Shots are used with slings to pummel your foes to death. |
ash totem of healing 'Ce'Nyrin' [power 194] (15 cooldown) ash totem of healing 'Ce'Nyrin' [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes damage: +6% arcane Knockback immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. yew totem of healing 'Singebreeze' [power 260] (15 cooldown)yew totem of healing 'Singebreeze' [power 260] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Cun / +7 Wil Changes damage: +6% fire Critical mult.: +20.00% It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
Mirestone [power 116] (20 cooldown) Mirestone [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +6% nature Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Silevena the Blazewitch [power 230] (20 cooldown) Silevena the Blazewitch [power 230] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Wil / +3 Cun Changes resistances: +3% light Changes damage: +6% light Light radius: +1 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Heal for 54. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. extending elven-wood wand of shielding [power 398] (20 cooldown)extending elven-wood wand of shielding [power 398] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 398 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. innervating elven-wood wand of lightning storm [power 362] (15 cooldown)innervating elven-wood wand of lightning storm [power 362] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 76 lightning damage and will be dazed for 1 turn (380 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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 Organ the Cornac Temporal Warden level 22
70th Dusk 122nd year of Ascendancy at 15:58 see stats
By Organ the Cornac Temporal Warden level 29
8th Haze 122nd year of Ascendancy at 10:27 see stats
By Organ the Cornac Temporal Warden level 22
70th Dusk 122nd year of Ascendancy at 03:08 see stats
By Organ the Cornac Temporal Warden level 31
18th Haze 122nd year of Ascendancy at 22:20 see stats
By Organ the Cornac Temporal Warden level 26
76th Dusk 122nd year of Ascendancy at 05:59 see stats
By Organ the Cornac Temporal Warden level 27
1st Haze 122nd year of Ascendancy at 15:11 see stats
By Organ the Cornac Temporal Warden level 10
2nd Dusk 122nd year of Ascendancy at 17:07 see stats
By Organ the Cornac Temporal Warden level 20
63rd Dusk 122nd year of Ascendancy at 17:04 see stats
By Organ the Cornac Temporal Warden level 30
8th Haze 122nd year of Ascendancy at 14:45 see stats
By Organ the Cornac Temporal Warden level 27
6th Haze 122nd year of Ascendancy at 03:43 see stats
By Organ the Cornac Temporal Warden level 29
7th Haze 122nd year of Ascendancy at 23:27 see stats
By Organ the Cornac Temporal Warden level 9
8th Mirth 122nd year of Ascendancy at 15:35 see stats
By Organ the Cornac Temporal Warden level 31
18th Haze 122nd year of Ascendancy at 07:10 see stats
By Organ the Cornac Temporal Warden level 19
54th Dusk 122nd year of Ascendancy at 03:24 see stats
By Organ the Cornac Temporal Warden level 24
72nd Dusk 122nd year of Ascendancy at 03:26 see stats
By Organ the Cornac Temporal Warden level 17
46th Dusk 122nd year of Ascendancy at 18:53 see stats
By Organ the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 09:40 see stats
Log
The powerful time-altering energies generate a restoration field on Organ.
Talent Fold Gravity is ready to use.
Organ receives 13 healing from Temporal Restoration Field.
Organ receives 13 healing from Temporal Restoration Field.
Organ receives 13 healing from Temporal Restoration Field.
Organ receives 13 healing from Temporal Restoration Field.
Organ receives 13 healing from Temporal Restoration Field.
The fabric of time around Organ returns to normal.
Talent Time Shield is ready to use.
There is a next level here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Organ wears (replacing Mardegund (0 def, 1 armour)): blood-soaked pair of hardened leather boots of void walking (0 def, 3 armour).
You gain 9.72 gold from the transmogrification of Emyba the steel dagger (117% power, 6 apr).
You are no longer encumbered.
You gain 17.35 gold from the transmogrification of Marduldir the yew magestaff (120% power, 4 apr, darkness element).
You gain 8.07 gold from the transmogrification of Mardegund (0 def, 1 armour).
Organ casts Dimensional Step.
Organ is out of phase.
Organ emerges from a space-time rift!
Organ deactivates Phase Pulse.
Organ activates Phase Pulse.
Organ deactivates Weapon Folding.
Organ activates Weapon Folding.