










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Proper Possession 1.7.0
Frequently Asked Questions: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: 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:
Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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 | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 88 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 33 on the 1st Flare 122nd year of Ascendancy at 03:36 6 / 1 |
Primary Stats
| Strength | 68 (base 38) |
| Dexterity | 48 (base 28) |
| Constitution | 57 (base 30) |
| Magic | 86 (base 69) |
| Willpower | 64 (base 57) |
| Cunning | 92 (base 60) |
Resources
| Insanity | 65/100 |
| Mana | 652/652 |
| Psi | 134/134 |
| Vim | 443/443 |
| Life | 2545/2545 |
| Positive | 311/311 |
| Stamina | 526/526 |
| Paradox | 434 |
| Healing Factor | 1.6451118176839 |
| Regeneration | 49.764632484938 |
Speed
| Mental | +2.2% |
| Attack | 0% |
| Movement | 0% |
| Spell | +2.2% |
| Global | +100% |
Vision
| Sight | 3 |
| Lite | 11 |
| Infravision | 5 |
| See Invisible | 9 |
Offense: Barehand
| Damage | 132 |
| Accuracy | 68 |
| Crit Chance | 38% |
| APR | 31 |
| Speed | 0.78 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 26% |
| Speed | 0.97847358121331 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +68% |
| Light | +33% |
| Temporal | +17% |
| Blight | +16% |
| Physical | +31% |
| Mind | +23% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +40% |
| Temporal | +25% |
| Physical | +22% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50 (35.65183292883%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 36 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Arcane | + 45%( 70%) |
| Cold | + 50%( 70%) |
| All | + 38%( 70%) |
| Darkness | + 61%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 45%( 70%) |
| Lightning | + 57%( 70%) |
| Fire | + 44%( 70%) |
| Mind | + 42%( 70%) |
Defense: Immunities
| Silence Resistance | 41% |
| Bleed Resistance | 24% |
| Confusion Resistance | 27% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 881% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 6/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Demented / Tentacles | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Corruption / Torture | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 8/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Demented / Horrific body | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.00 |
| 8/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 7/5 |
| 3/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Eternal Suffering |
| talent | Arcane Shield |
| talent | Weapon Folding |
| talent | Striking Stance |
| talent | Reality Smearing |
| talent | Abyssal Shield |
| talent | Charged Shield |
| talent | Spellcraft |
| talent | Kinetic Shield |
| talent | Shielding |
| talent | Beyond the Flesh |
| beneficial effect | Infinite Dungeon Challenge (Level 91): Near Sighted Challenge |
| detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 131 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (131)Turns left: 70 You completed the challenge and received: Random Artifact: Dayorder (2 def, 6 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 158 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (158)Turns left: 1 You completed the challenge and received: Random Artifact: Blindreign (0 def, 4 armour, 37.5 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 212 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 18): Rush Hour (212)Turns left: 72 You completed the challenge and received: Random Artifact: Gegas (6-8 power, 4 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 21): MultiplicityTurns left: 0 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 22): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: Random Artifact: iron pickaxe (dig speed 38 turns) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): ExterminatorYou completed the challenge and received: Random Artifact: Forestwinter | done |
Proceed directly to the next Infinite Dungeon level in less than 131 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 27): Rush Hour (131)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 28): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: Random Artifact: Scaldstinger (20-24 power, 4 apr, lightning element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 32): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 34): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 37): Near SightedYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 605 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (605)Turns left: 238 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 43): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 44): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 45): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): Exterminator | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 48): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Alibar (17-19 power, 40 apr, nature damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 49): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 50): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 52): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 53): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 54): Near SightedYou completed the challenge and received: Random Artifact: Demonlace (22/22, 15-18 power, 6 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 55): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 56): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 59): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 60): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 65): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 212 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 66): Rush Hour (212)Turns left: 69 You completed the challenge and received: Random Artifact: Tundramarrow (26-33 power, 9 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 67): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 965 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 69): Rush Hour (965)Turns left: 598 You completed the challenge and received: Random Artifact: Skyhunger (3 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 71): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 72): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 182 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 73): Rush Hour (182)Turns left: 84 You completed the challenge and received: Random Artifact: Infused Cerebrum (8 def, 0 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 74): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Piercing Gaze (5 def, 25 armour, 180 block) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 75): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 76): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Glorethra the dreaming horror'. Infinite Dungeon Challenge (Level 78): Dream Hunter | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 80): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 87): Near SightedYou completed the challenge and received: Random Artifact: Girdle of Preservation | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 91): Near Sighted | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | stralite greatsword of projection (48-76 power, 3 apr) =projection 5=Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
| Light source | Umbraphage =dark dmg & pen=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 127, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 428.40 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Icetorrent the drakeskin leather cap (7 def, 14 armour) =resist all=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +12 Armour: +14 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +8 Cun / +12 Dex Changes resistances: +12% cold / +7% all Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Infravision radius: +2 A cap made of leather. |
| Tool | Yvetira the Blazemalice [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 10 light Changes stats: +5 Mag / +7 Cun / +5 Con Changes resistances: +5% arcane Infravision radius: +3 See invisible: +9 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hanuran =life regen=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +4 Changes stats: +2 Str / +8 Dex / +8 Cun / +2 Con Changes resistances: +12% temporal Life regen: +30.00 Maximum life: +175.00 Maximum stamina: +20.00 Healing mod.: +33% Rings make your fingers look great! |
| On fingers | Magmaidol =fire, temporal pen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +2 Wil / +7 Con Changes resistances penetration: +25% fire / +25% temporal Changes damage: +15% mind / +9% temporal Critical mult.: +20.00% Mental save: +9 (+3 eff.) Rings make your fingers look great! |
| Around waist | Gloromina =stun immunity=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +28 Defense: +29 (+9 eff.) Changes resistances: +9% acid / +10% fire / +6% mind / +8% cold / +6% arcane / +19% lightning Physical save: +50 (+13 eff.) Cut immunity: +24% Stun/Freeze immunity: +20% Maximum life: +40.00 A belt that goes around your waist. |
| Main armor | fearwoven elven-silk robe of power (0 def, 0 armour) =all dmg, phys/dark pen=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +13% darkness / +13% physical Changes damage: +23% physical / +26% darkness / +8% all Maximum hate: +15.00 Spellpower: +14 (+4 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On feet | undeterred pair of drakeskin leather boots of strife (0 def, 5 armour) =stun immunity=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Con / +5 Wil Changes resistances penetration: +9% physical Silence immunity: +41% Confusion immunity: +27% Stun/Freeze immunity: +47% Mindpower: +8 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| On hands | Fist of the Destroyer (8 def, 0 armour) =all dmg, stun immunity=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 20% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 18% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 6.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 108.76 fire damage and 169.19 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Cloak | shadow elven-silk cloak of the hunter (3 def, 0 armour) =dark res pen=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Changes resistances: +18% darkness Changes resistances penetration: +17% darkness Changes damage: +19% darkness Stealth bonus: +16 Maximum life: +106.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of magic (+3) =stun immunity=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 176; 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 instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion (die at -400; dur 6; cd 27)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: 27 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 -400 life. The duration and life will increase by 1% for every 1% life you have lost (currently 400 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion (die at -437; dur 7; cd 34)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: 34 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 7 turns. While Heroism is active, you will only die when reaching -437 life. The duration and life will increase by 1% for every 1% life you have lost (currently 437 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the sneak (die at -794; dur 7; cd 29)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: 29 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 7 turns. While Heroism is active, you will only die when reaching -794 life. The duration and life will increase by 1% for every 1% life you have lost (currently 794 life, 7 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. |
heroism infusion of the warrior (die at -523; dur 8; cd 27)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: 27 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 8 turns. While Heroism is active, you will only die when reaching -523 life. The duration and life will increase by 1% for every 1% life you have lost (currently 523 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 (speed 663%; 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 increase movement speed by 663% 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. 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 (speed 812%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% 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. 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 (speed 721%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% 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. 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 (speed 599%; 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 increase movement speed by 599% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 274; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 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. |
wild infusion (res 24%; magical, mental; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 3 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. |
wild infusion (res 17%; mental, magical; dur 2; 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 cure yourself of one random mental and magical effect and reduce all damage taken by 17% 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. |
wild infusion (res 23%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% 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. |
wild infusion (res 23%; mental; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% 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. |
wild infusion (res 19%; magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 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. |
wild infusion of the sneak (res 33%; mental; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
biting gale rune (damage 64; dur 4; cd 20)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 direct a cone of chilling stormwind doing 63.72 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. |
manasurge rune (regen 950% over 10 turns; mana 48; cd 13)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: 10 Travel Speed: instantaneous Usage Speed: Spell (98% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 950% for 10 turns (62 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 628% over 10 turns; mana 31; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (98% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 628% for 10 turns (41 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 147; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 147 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 161; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 405; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 405 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 242; 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: 12 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 242 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 159; 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: 12 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 159 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 420; dur 3; 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: 10 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 420 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 61; blocks 5; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 61 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 435 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
copper amulet 'Prismstun'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +12% blight Changes resistances penetration: +10% light Changes damage: +9% mind / +6% blight Mental save: +12 (+4 eff.) Stun/Freeze immunity: +21% Maximum hate: +10.00 Light radius: +3 Amulets make your neck look great! |
enraging gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Mag Changes damage: +6% physical Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Combat speed: +10% Amulets make your neck look great! |
gold amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
insulating gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +16% fire / +14% cold Amulets make your neck look great! |
steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets make your neck look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 184.89 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
ForestwinterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil / +4 Mag Changes resistances: +9% nature / +3% lightning Changes resistances penetration: +5% nature / +15% lightning Changes damage: +6% lightning Mental save: +11 (+4 eff.) Disarm immunity: +29% Confusion immunity: +28% Pinning immunity: +25% Knockback immunity: +25% Maximum life: +23.00 Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Life regen: +7.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
gold ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
rogue's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +7 Cun / +6 Dex Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
stralite ring 'Cyralraba'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +10 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +11 Str / +11 Dex / +4 Mag / +8 Cun / +8 Con Blindness immunity: +37% Mental crit. chance: +1% Infravision radius: +5 See stealth: +17 See invisible: +17 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.wizard's stralite ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 33 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 33 Damage (Ranged): 20 physical Changes stats: +9 Cun / +8 Mag Spell save: +16 (+6 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.caustic voratun battleaxe (57-86 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +63 acid / +61 nature When wielded/worn: Armour penetration: +21 Changes resistances penetration: +31% acid / +33% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.chilling iron battleaxe of corruption (14-21 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 1). Damage (Melee): +14 cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of corruption (31-46 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 3). Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking iron battleaxe of massacre (24-35 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.5 - 35.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Shivervengeance the voratun dagger (40-51 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Damage (Melee): +30 cold When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +15 Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag / +3 Wil / +1 Con Changes resistances: +6% temporal Changes resistances penetration: +10% cold / +15% all Light radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic steel dagger of massacre (20-25 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +17 acid / +21 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +13% acid / +13% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron dagger of ruin (10-14 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick stralite dagger of rage (28-37 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +37 (+10 eff.) Changes stats: +9 Str / +6 Dex Changes damage: +13% physical Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's iron dagger of massacre (18-23 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.5 - 22.8 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic iron greatmaul of massacre (28-42 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.enhanced stralite greatmaul (52-79 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +16 Str / +16 Dex / +16 Mag / +16 Wil / +16 Cun / +16 Con Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of projection (42-62 power, 2 apr) =projection=Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +10% physical Massive two-handed mauls. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 78% Wil, 10% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
plaguebringer's stralite greatsword of corruption (50-81 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). When this weapon hits: Curse of Vulnerability (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 28 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +24% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick steel greatsword (21-34 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed swords. |
quick stralite greatsword of shearing (48-78 power, 3 apr) =all res pen=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +33 (+9 eff.) Armour penetration: +13 Changes stats: +5 Dex Changes resistances penetration: +17% all Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's steel greatsword of shearing (24-38 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +13 Physical power: +13 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical / +13% all Disarm immunity: +22% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.blazebringer's elm longbow of true flight Requires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +32 fire When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Changes resistances penetration: +14% fire Global speed: +4% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.enhanced elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +20.0% Changes stats: +11 Str / +17 Dex / +17 Mag / +15 Wil / +17 Cun / +17 Con Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mage-hunter's ash longbow Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Effects on ranged hit: * 20 arcane resource burn Changes stats: +5 Cun / +6 Wil Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +14 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 54% Wil, 20% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 106 temporal damage and slows enemies in radius 6 of the target by 116% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
The Black Spike (48-67 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite longsword of evisceration (36-51 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +66 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+4 eff.) Changes resistances penetration: +21% fire Global speed: +9% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.elemental iron longsword of phasing (10-15 power, 10 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 100 fire damage (1/turn) Damage Shield penetration (this weapon only): +12% When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +10% fire Sharp, long, and deadly. |
voratun longsword 'Salonn' (68-94 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 67.5 - 94.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce armor by 38% * 20% chance to reduce strength, dexterity, and constitution by 28 Damage (Melee): +18 blight / +12 arcane When wielded/worn: Effects on melee hit: * 22% chance to reduce all saves and defense by 33 Damage when hit (Melee): 10 mind Changes resistances: +6% arcane / +3% mind Disease immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite longsword (34-48 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +25% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.elemental stralite mace (37-52 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 60% Wil Damage type: Physical 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 100 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +25% cold Changes damage: +25% cold Blunt and deadly. |
enhanced stralite mace of ruin (37-52 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes stats: +7 Str / +11 Dex / +11 Mag / +11 Wil / +11 Cun / +11 Con Critical mult.: +29.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel mace of daylight (26-36 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 28 Damage (Melee): +14 blight / +13 light Damage against: +17% Undead When wielded/worn: Disease immunity: +21% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite mace of projection (38-52 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 28 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 blight When wielded/worn: Disease immunity: +28% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's stralite mace of amnesia (38-54 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 2) on crit: +28 lightning / +37 cold When wielded/worn: Changes resistances penetration: +21% lightning / +21% cold Movement speed: +35% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.projecting vined mindstar (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +13% lightning / +12% fire / +13% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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 venom (7-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 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: Damage (Melee): 13 acid Changes resistances: +14% acid Changes resistances penetration: +14% acid Changes damage: +14% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +6 (+2 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.blazebringer's rough leather sling of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 cold Damage (radius 2) on crit: +21 fire When wielded/worn: Changes resistances penetration: +9% fire Changes damage: +11% cold Global speed: +3% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.bloodlich's elm magestaff of might (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% N.Energy each turn: +0.20 Vim when firing critical spell: +4.00 Maximum vim: +26.00 Maximum neg.energy: +26.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short ash starstaff of might (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +13 (+4 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone vilestaff of invocation (37-44 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +37% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +30 (+8 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 62.73 to 75.28 fire damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent elven-wood magestaff of channeling (35-42 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +35% fire Talent granted: +1 Command Staff Mana each turn: +0.36 Spellpower: +31 (+8 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering ash magestaff of greater warding (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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: +9 Defense: +9 (+3 eff.) Maximum wards: +3 fire Changes damage: +15% fire Talents granted: +3 Ward +1 Command Staff Mana each turn: +0.22 Maximum mana: +55.00 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.swiftstrike voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Cun Combat speed: +10% 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.Ce'Nolerira (56-84 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 56.0 - 84.0 Uses stat: 60% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +106 Damage (radius 2) on crit: +35 lightning / +45 cold Attacks use: 1.0 Steam When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +16 Armour: +6 Defense: +20 (+6 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes stats: +3 Str Changes resistances penetration: +23% lightning / +21% cold / +15% all Talent granted: +3 Block Critical mult.: +10.00% Physical save: +6 (+2 eff.) Only die when reaching: -107.93 life Movement speed: +48% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel steamsaw (14-21 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stat: 60% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 28 Damage (Melee): +9 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Disease immunity: +20% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Frozenmortal the voratun waraxe (40-55 power, 6 apr) =projection=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +16 cold When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +14 Physical crit. chance: +15.0% Changes stats: +4 Cun / +9 Str Changes resistances penetration: +15% cold Changes damage: +15% physical / +6% mind / +3% nature Critical mult.: +33.00% Mental save: +9 (+3 eff.) Maximum psi: +20.00 Mindpower: +20 (+6 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Skullcleaver (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Whip of Urh'Rok (55-60 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 60% Cun Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+4 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Gimnir the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +5 Defense: +6 (+2 eff.) Changes resistances: +9% nature / +6% darkness Critical mult.: +11.00% Physical save: +15 (+5 eff.) Spell save: +15 (+6 eff.) Life regen: +2.10 Mental crit. chance: +2% Healing mod.: +13% A belt that goes around your waist. |
Gorirab the Dim's kiss =dark res pen=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +10 Mag / +10 Wil / +6 Cun / +10 Lck Changes resistances: +14% light / +21% darkness Changes resistances penetration: +20% darkness / +5% arcane Changes damage: +3% nature Trap disarming bonus: +26 Stealth bonus: +15 Maximum vim: +40.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Infravision radius: +6 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Critical mult.: +8.00% A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 131.05 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
ancient elven-silk robe (0 def, 0 armour) =phys, temp dmg and pen=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +15% all Changes resistances penetration: +8% temporal / +8% physical Changes damage: +17% temporal / +27% physical Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Wil Physical save: +8 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+3 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of dwarven-steel boots of spellbinding (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +5 Dex / +3 Mag Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour) =stun immunity, res pen=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +13% darkness / +26% temporal Changes resistances penetration: +14% darkness / +11% temporal Silence immunity: +30% Confusion immunity: +40% Stun/Freeze immunity: +27% Defense after a teleport: +25 Resist all after a teleport: +20% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots (0 def, 4 armour) =silence, stun immunity=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +32% Confusion immunity: +27% Stun/Freeze immunity: +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of speed (0 def, 3 armour) =stun immunity=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +24% Confusion immunity: +28% Stun/Freeze immunity: +29% Movement speed: +25% A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 186.52 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Steam Powered Gauntlets (0 def, 12 armour) =all dmg=Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% Gauntlets. But with steam power! |
brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +7 Str / +3 Dex / +3 Wil / +3 Cun / +2 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of strength (+3) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +7 Changes stats: +3 Str Mental save: +6 (+2 eff.) Maximum life: +55.00 When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). 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.restful iron gauntlets of regeneration (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Life regen: +5.10 Stamina each turn: +1.20 Psi each turn: +0.16 Maximum stamina: +16.00 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). 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.Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 141.61 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Glorymina the dwarven-steel helm (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Armour: +6 Fatigue: +4% Changes stats: +1 Str / +9 Dex / +3 Cun Changes resistances: +8% acid / +16% darkness / +7% fire / +8% lightning / +7% cold Changes resistances penetration: +20% physical Critical mult.: +5.00% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hazemoon (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +11 Dex / +1 Mag / +3 Wil Changes resistances: +12% cold / +13% physical / +12% mind / +20% darkness Changes damage: +15% temporal / +13% light / +35% physical / +20% mind / +34% darkness Reduces incoming crit damage: 5.00% Physical save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Maximum hate: +15.00 Maximum psi: +30.00 Mindpower: +18 (+6 eff.) Mental crit. chance: +7% A pointy cloth hat, very wizardly... |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
aegis elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +7 Wil Life regen: +5.20 Spellpower: +5 (+2 eff.) Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.insulating iron helm of strength (+4) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str Changes resistances: +7% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of knowledge (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's hardened leather cap of trickery (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +6% nature Spell save: +6 (+3 eff.) Maximum life: +61.00 Healing mod.: +13% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.starseer's elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +10 Con Changes damage: +15% physical / +11% darkness / +12% light / +20% arcane / +15% temporal Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Sunscar the voratun mail armour (19 def, 20 armour) =track=Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +19 (+6 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Damage when hit (Melee): 2 lightning Changes stats: +6 Cun / +10 Str Changes resistances: +24% fire / +14% physical / +19% darkness / +10% mind Changes damage: +15% blight / +9% fire Mental save: +50 (+16 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +19 (+5 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +10 Str / +10 Mag / +17 Wil / +9 Cun Changes resistances: +18% lightning Mental save: +18 (+6 eff.) Spellpower: +22 (+6 eff.) Spell crit. chance: +10% Mindpower: +23 (+7 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened dwarven-steel mail armour of delving (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +8 Str Changes resistances: +10% acid / +21% physical / +16% darkness / +10% fire / +10% lightning / +10% cold Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened iron mail armour of resilience (2 def, 10 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% physical / +7% cold / +7% lightning / +7% fire Maximum life: +26.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.iron mail armour of delving (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +11% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating stralite mail armour of resilience (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +6.40 Stamina each turn: +2.10 Maximum life: +52.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing iron mail armour of delving (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes stats: +6 Str Changes resistances: +14% acid / +13% fire / +12% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.duelist's reinforced leather armour of the void (20 def, 16 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +20 (+6 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 9 darkness Changes stats: +8 Cun / +9 Dex Changes resistances: +26% darkness / +26% temporal Defense after a teleport: +26 Resist all after a teleport: +26% New effects duration reduction after a teleport: +26% It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of delving (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +8 Str Changes resistances: +11% physical / +32% darkness / +16% light Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating rough leather armour of cold resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +18% cold Life regen: +3.00 Stamina each turn: +0.90 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.stargazer's mummy wrappings of Linaniil (5 def, 2 armour) Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Cun / +9 Mag Changes resistances: -25% fire Changes damage: +15% arcane / +15% cold / +40% darkness / +25% light Mana each turn: +0.29 Maximum mana: +74.00 Spellpower: +47 (+12 eff.) Spell crit. chance: +22% Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level.exposing dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 80 block) Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 11% chance to reduce all saves and defense by 33 Effects when hit in melee: * 25% chance to reduce all saves and defense by 33 Changes resistances: +20% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.impervious stralite shield of earthen fury (0 def, 28 armour, 211.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +28 Fatigue: +8% Changes stats: +7 Con Talent granted: +1 Block Physical save: +13 (+4 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.wrathful voratun shield (0 def, 10 armour, 194.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 150 light and fire damage to each enemy blocked Changes resistances: +15% light / +14% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.flaming quiver of elm arrows of crippling (14/14, 14-20 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +12.0% Capacity: 14 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of elm arrows (17/17, 14-20 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage Damage (Ranged): +18 physical Arrows are used with bows to pierce your foes to death. |
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. |
198 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. |
10 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. |
5 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Anyruirig' (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +15.0% Damage when hit (Melee): 6 mind Changes stats: +12 Str / +10 Wil / +5 Cun Changes resistances penetration: +15% blight Changes damage: +6% arcane / +9% mind Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+4 eff.) Mental crit. chance: +13% Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
10 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. |
16 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +6% fire Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +5 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Physical save: +6 (+2 eff.) Light radius: +4 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
2 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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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. |
9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 509.76 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
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.Wind Worn Shot (25/25, 39-47 power, 15 apr) Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
This item will automatically be transmogrified when you leave the level.deadly pouch of dwarven-steel shots of grasping (22/22, 42-50 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 42.0 - 50.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots of crippling (17/17, 32-38 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +16.0% Capacity: 17 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% 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 dwarven-steel shots of paradox (17/17, 33-40 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 218 physical damage Damage (Ranged): +26 physical / +14 temporal 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 stralite shots of corruption (19/19, 42-51 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Turns elapse between self-loadings: 2 When this weapon hits: Curse of Vulnerability (20% chance level 4). Shots are used with slings to pummel your foes to death. |
Aruna the Voidquench [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Changes resistances: +6% cold Changes damage: +6% darkness It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Erelukhad the voratun torque of mindblast [power 390] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +6% nature / +9% mind Changes resistances penetration: +25% arcane / +15% acid Physical save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 It can be used to blast the opponent's mind dealing 480 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 38% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 60% for 2 turns. * Increase all damage by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful stralite torque of psionic shield [power 115] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 115 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing dwarven-steel torque of mindblast [power 225] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 277 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 51. Torques are made by powerful psionics to store psionic powers. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
evasive yew totem of stinging [power 284] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 307 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elven-wood totem of summon tentacle [power 275] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 550 Base Damage: 308 Armor: 19 All Resist: 20 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.supercharged elm totem of stinging [power 164] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 177 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
Isabrena the dragonbone wand of clairvoyance [power 15] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Physical crit. chance: +4.0% Physical power: +20 (+5 eff.) Changes stats: +15 Cun Reduces incoming crit damage: 19.90% Hate when firing a critical mind attack: +6.63 Only die when reaching: -80.00 life Maximum stamina: +39.80 Mindpower: +25 (+8 eff.) It can be used to reveal the area around you, dispelling darkness (radius 15, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of shielding 'Yarodovor' [power 434] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 38% Changes stats: +5 Cun / +3 Str Changes resistances: +6% acid Maximum wards: +6 blight / +6 cold / +5 light / +6 nature Changes resistances penetration: +5% acid Changes damage: +3% acid Talent granted: +1 Ward It can be used to create a shield absorbing up to 586 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 109. * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance 'Dawnwrest' [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% light Mental save: +3 (+1 eff.) Mental crit. chance: +2% It can be used to reveal the area around you, dispelling darkness (radius 9, power 79 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 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. |
supercharged ash wand of shielding [power 218] (24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 295 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
4 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
Ay ay captain!
Turn into a pirate!By nerf please the Cornac Adventurer level 83
48th Dusk 122nd year of Ascendancy at 07:11 see stats
Bringer of Doom
Killed a Bringer of Doom.By nerf please the Cornac Adventurer level 42
4th Dusk 122nd year of Ascendancy at 14:51 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By nerf please the Cornac Adventurer level 47
10th Dusk 122nd year of Ascendancy at 09:54 see stats
Dragon's Greed
Amassed 8000 gold pieces.By nerf please the Cornac Adventurer level 62
25th Dusk 122nd year of Ascendancy at 22:52 see stats
Exterminator
Killed 1000 creatures.By nerf please the Cornac Adventurer level 35
7th Flare 122nd year of Ascendancy at 15:50 see stats
Fear me not!
Survived the Fearscape!By nerf please the Cornac Adventurer level 41
2nd Dusk 122nd year of Ascendancy at 19:32 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By nerf please the Cornac Adventurer level 13
79th Pyre 122nd year of Ascendancy at 02:18 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By nerf please the Cornac Adventurer level 28
9th Mirth 122nd year of Ascendancy at 15:54 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By nerf please the Cornac Adventurer level 42
5th Dusk 122nd year of Ascendancy at 00:18 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By nerf please the Cornac Adventurer level 50
15th Dusk 122nd year of Ascendancy at 03:22 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By nerf please the Cornac Adventurer level 62
25th Dusk 122nd year of Ascendancy at 18:02 see stats
Infinite x60
Got to level 60 of the infinite dungeon.By nerf please the Cornac Adventurer level 69
32nd Dusk 122nd year of Ascendancy at 15:38 see stats
Infinite x70
Got to level 70 of the infinite dungeon.By nerf please the Cornac Adventurer level 76
37th Dusk 122nd year of Ascendancy at 13:35 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By nerf please the Cornac Adventurer level 81
44th Dusk 122nd year of Ascendancy at 08:11 see stats
Infinite x90
Got to level 90 of the infinite dungeon.By nerf please the Cornac Adventurer level 86
51st Dusk 122nd year of Ascendancy at 06:08 see stats
Level 10
Got a character to level 10.By nerf please the Cornac Adventurer level 10
75th Pyre 122nd year of Ascendancy at 20:04 see stats
Level 20
Got a character to level 20.By nerf please the Cornac Adventurer level 20
6th Mirth 122nd year of Ascendancy at 12:02 see stats
Level 30
Got a character to level 30.By nerf please the Cornac Adventurer level 30
2nd Summertide 122nd year of Ascendancy at 15:23 see stats
Level 40
Got a character to level 40.By nerf please the Cornac Adventurer level 40
1st Dusk 122nd year of Ascendancy at 23:43 see stats
Level 50
Got a character to level 50.By nerf please the Cornac Adventurer level 50
13rd Dusk 122nd year of Ascendancy at 08:59 see stats
Size is everything
Did over 1500 damage in one attack.By nerf please the Cornac Adventurer level 75
36th Dusk 122nd year of Ascendancy at 05:50 see stats
Size matters
Did over 600 damage in one attack.By nerf please the Cornac Adventurer level 48
11st Dusk 122nd year of Ascendancy at 12:55 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By nerf please the Cornac Adventurer level 43
7th Dusk 122nd year of Ascendancy at 19:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By nerf please the Cornac Adventurer level 34
2nd Flare 122nd year of Ascendancy at 05:10 see stats
Log
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Nerf please retunes the fabric of spacetime.
Nerf please retunes the fabric of spacetime.
Nerf please deactivates Shadow Feed.
Nerf please activates Shadow Feed.
Nerf please deactivates Shadow Combat.
Nerf please activates Shadow Combat.
Nerf please deactivates Eternal Suffering.
Nerf please activates Eternal Suffering.
Nerf please deactivates Arcane Shield.
Nerf please activates Arcane Shield.
Nerf please deactivates Striking Stance.
Nerf please activates Striking Stance.
Nerf please deactivates Abyssal Shield.
Nerf please activates Abyssal Shield.
Nerf please deactivates Weapon Folding.
Nerf please activates Weapon Folding.
Nerf please deactivates Reality Smearing.
Nerf please activates Reality Smearing.
Nerf please deactivates Spellcraft.
Nerf please activates Spellcraft.
Nerf please deactivates Shielding.
Nerf please activates Shielding.
Nerf please deactivates Beyond the Flesh.
Nerf please activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Kinetic Shield
- Charged Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.





















































































































































































































