











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Cat Point Cap Boost 1.5.5 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Convenient Digging 1.5.5 Additional Randart Properties 1.5.5 ID leveling after main company 1.5.5Addon allows to level up above lvl 50 in ID after completing main company. Only Ruined Dungeon is changed. Unlike Infinite500 addon, which is much deeper, there no other changes. When winner complete Ruined Dungeon quest and entering to Infinite Dungeon: |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 100 / 42% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 121 (base 18) |
| Dexterity | 43 (base 12) |
| Constitution | 105 (base 61) |
| Magic | 159 (base 110) |
| Willpower | 165 (base 110) |
| Cunning | 155 (base 110) |
Resources
| Mana | 1270/1270 |
| Negative | 312/312 |
| Life | 3382/3382 |
| Paradox | 600 |
| Equilibrium | 0 |
| Vim | 436/436 |
| Positive | 317/317 |
| Stamina | 744/744 |
| Psi | 255/255 |
| Healing Factor | 1.7281818181818 |
| Regeneration | 3.0243181818181 |
Speed
| Mental | +4.75995776116% |
| Attack | 0% |
| Movement | +40.12059610455% |
| Spell | +24.494746153353% |
| Global | +198.80140998262% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 12 |
| See Stealth | 53.086911963297 |
| See Invisible | 53.086911963297 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 82 |
| Crit Chance | 72% |
| APR | 13 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 133 |
| Crit Chance | 94% |
| Speed | 0.80324674807417 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 76 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +59% |
| Blight | +84% |
| Physical | +69% |
| Cold | +69% |
| All | +54% |
| Darkness | +86% |
| Light | +109% |
| Fire | +101% |
| Lightning | +59% |
Offense: Damage Penetration
| Blight | +5% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55 (60%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 89 |
| Spell Save | 94 |
| Mental Save | 97 |
Defense: Resistances
| Darkness | + 39%( 70%) |
| Light | + 54%( 70%) |
| Physical | + 43%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 18%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 or physical effect and reduce all damage taken by 25% for 8 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 293 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 14/5 |
| 2/5 |
| 0/5 |
| Corruption / Blight | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 6/5 |
| 10/5 |
| 1/5 |
| 13/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
| Celestial / Eclipse | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.21 |
| 5/5 |
| 7/5 |
| 4/5 |
| 14/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 14/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 12/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.00 |
| 2/5 |
| 1/5 |
| 6/5 |
| 8/5 |
| Technique / Combat training | 1.00 |
| 10/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 4/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Hymn Nocturnalist |
| talent | Dark Ritual |
| talent | Chant of Fortress |
| talent | Bone Shield |
| talent | Hymn of Shadows |
| talent | Arcane Power |
| talent | Essence of Speed |
| talent | Corona |
| talent | Shadow Feed |
| talent | Beyond the Flesh |
| detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
Quests
You successfully escorted the injured seer to the recall portal on level 12 of Infinite Dungeon. Escort: injured seer (level 12 of Infinite Dungeon)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Infinite Dungeon. Escort: injured seer (level 6 of Infinite Dungeon)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 14 of Infinite Dungeon. Escort: lost anorithil (level 14 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 16 of Infinite Dungeon. Escort: lost anorithil (level 16 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 23 of Infinite Dungeon. Escort: lost anorithil (level 23 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 24 of Infinite Dungeon. Escort: lost anorithil (level 24 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Infinite Dungeon. Escort: lost anorithil (level 3 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Infinite Dungeon. Escort: lost warrior (level 4 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Infinite Dungeon. Escort: repented thief (level 7 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Wake up and kill the dreaming horror boss 'Salyra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 20)You completed the challenge and received: Random Artifact: Shockglean (14/14, 34-40.8 power, 3 apr) | done |
Wake up and kill the dreaming horror boss 'Poreyamira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 51)You completed the challenge and received: Random Artifact: Thunderqueller (20-24 power, 4 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21)You completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 30)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 31)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 32)You completed the challenge and received: Random Artifact: Sunbolt (12 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 39)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 47)You completed the challenge and received: Random Artifact: Glowstrider (39.5-55.3 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49)You completed the challenge and received: Random Artifact: Obsidianscar (30-36 power, 10 apr, light element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 53)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 68)You completed the challenge and received: Random Artifact: Islydaba (20-30 power, 9 apr) | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 69)4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 33)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 34)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 35)You completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 43)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 46)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 52)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level in less than 135 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (135) (Level 26)Turns left: 82 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 144 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (144) (Level 48)Turns left: 105 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 180 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (180) (Level 29)Turns left: 139 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 183 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (183) (Level 50)Turns left: 171 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 279 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (279) (Level 22)Turns left: 233 You completed the challenge and received: Random Artifact: Deepstide (19.5-27.3 power, 4 apr) | done |
Leave the level in less than 288 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (288) (Level 28)Turns left: 173 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 318 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (318) (Level 58)Turns left: 260 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 405 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (405) (Level 56)Turns left: 370 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 54 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (54) (Level 44)Turns left: 40 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 60 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (60) (Level 11)Turns left: 22 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 | 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| Quiver | 67 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
| Light source | bright alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% light Changes damage: +10% darkness Damage affinity(heal): +5% darkness Light radius: +7 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 624.71 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical / +10% all Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | eldritch pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Wil / +8 Mag Spell save: +6 (+1 eff.) Mana each turn: +0.40 Maximum mana: +44.00 Spell crit. chance: +4% 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. |
| Tool | dwarven-steel pickaxe 'Chamuntir' (dig speed 24 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +1 Mag / +2 Con Changes resistances penetration: +25% mind Mental save: +10 (+2 eff.) Equilibrium when hit: +0.12 Maximum mana: +32.00 Spell crit. chance: +6% Lowers spell cool-downs by: 10% Mindpower: +8 (+2 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ce'NymiraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% light Changes damage: +14% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +30 (+5 eff.) Psi when hit: +0.08 Hate per kill: +8.00 Maximum hate: +10.00 Rings can have magical properties. |
| On fingers | conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +6 Mag Spellpower: +10 (+1 eff.) Rings can have magical properties. |
| Around neck | archmage's steel amulet of mastery (0.21 Chronomancy / Timetravel)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +6% fire / +5% lightning / +5% cold Talent mastery: +0.21 Chronomancy / Timetravel Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
| In main hand | lifebinding dragonbone vilestaff of invocation (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +1.50 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +32 (+4 eff.) Spell crit. chance: +5% Healing mod.: +21% It can be used to conjure elemental energy in a radius 10 cone, dealing 153.03 to 183.64 blight damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic drakeskin leather gloves of the nighthunter (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +9 Changes stats: +6 Cun Changes resistances: +15% darkness Mental save: +7 (+1 eff.) Maximum life: +80.00 Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | skylord's hardened leather belt of recklessness Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +4 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun Changes damage: +10% all Critical mult.: +9.00% Physical save: +16 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A belt that goes around your waist. |
| Cloak | Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 23 power out of 60/60) : Effective talent level: 1.2 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 358.23 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Mayamira the Gloomsnake (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +5 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Mag / +5 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% blight Changes damage: +24% all Stealth bonus: +20 Spell save: +27 (+5 eff.) Silence immunity: +50% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum vim: +10.00 Spellpower: +43 (+6 eff.) Spell crit. chance: +13% Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the titan (heal 287)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 287 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (69 nature damage, 50% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 69.08 nature damage per turn for 7 turns, and reducing the target's healing received by 50%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (45 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 45.10 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (70 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 69.96 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (88 nature damage, 22% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 88.00 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (124 nature damage, 61% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 124.30 nature damage per turn for 7 turns, and reducing the target's healing received by 61%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (79 nature damage, 27% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 78.98 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1140% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1140% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
movement infusion of the wizard (949% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 949% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 212 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 650 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 650 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 925 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 925 life over 5 turns. 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 ability. |
regeneration infusion of the warrior (heal 863 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 863 life over 5 turns. 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 ability. |
wild infusion (resist 30%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 30% for 8 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 ability. |
wild infusion (resist 26%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 magical or physical effect and reduce all damage taken by 26% for 8 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 ability. |
wild infusion (resist 22%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 or physical effect and reduce all damage taken by 22% for 5 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 ability. |
wild infusion of the warrior (resist 28%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 or magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
biting gale rune of the sneak (453 cold damage; freeze 3 turns with power 81)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 452.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 81 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 18. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (751 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 751.04 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (707% regen over 10 turns; 35 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 707% for 10 turns and instantly restoring 35 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 ability. |
manasurge rune of the titan (1020% regen over 10 turns; 51 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1020% for 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the warrior (2016% regen over 10 turns; 101 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2016% for 10 turns and instantly restoring 101 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1749% regen over 10 turns; 87 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1749% for 10 turns and instantly restoring 87 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 23; power 71; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 71%, your defense is increased by 71 and all your resistances by 71%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 20; power 57; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 13; power 37; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. 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 ability. |
phase door rune of the wizard (range 16; power 59; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 59%, your defense is increased by 59 and all your resistances by 59%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 519 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 519 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 102)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 79)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 67)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 83)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 69)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 219)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 219 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 185)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 185 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 180)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 180 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 132)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. 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 ability. |
vision rune (radius 13; dur 22; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 19) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 17; dur 28; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 28 turns. Your mind will become more receptive for 28 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 12; dur 17; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 22) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 17; dur 28; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 28 turns. Your mind will become more receptive for 28 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 14; dur 18; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 34) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any animal around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 9; dur 14; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 38) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any undead around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 379 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Gleamcrack the steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 12 nature / 8 light Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances penetration: +25% light Mental save: +9 (+2 eff.) Confusion immunity: +16% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Mindpower: +9 (+2 eff.) Light radius: +3 Talent on hit(mindpower): Slime Spit (5% chance level 1). Amulets can have magical properties. |
Relgulathaldir the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +2 Lck / +5 Con Changes resistances: +12% mind / +7% physical Confusion immunity: +25% Stamina each turn: +0.40 Amulets can have magical properties. |
RhathadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +9% acid / +18% darkness / +3% mind / +24% light Reduce damage by fixed amount: +5 all Changes resistances penetration: +5% acid Reduces incoming crit damage: 15.00% Spell save: +20 (+4 eff.) Blindness immunity: +56% Disarm immunity: +15% Amulets can have magical properties. |
archmage's stralite amulet of perfection (0.34 Psionic / Charged mastery,0.34 Technique / Reflexes)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% acid / +8% fire / +6% lightning / +8% cold Talent masteries: +0.34 Psionic / Charged mastery +0.34 Technique / Reflexes Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
clarifying voratun amulet of perfection (0.31 Psionic / Distortion,0.31 Wild-gift / Earthen power)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% mind Talent masteries: +0.31 Wild-gift / Earthen power +0.31 Psionic / Distortion Confusion immunity: +47% Amulets can have magical properties. |
gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 5 darkness Effects when hit in melee: * 8% chance to blind * 7% chance to inflict 15% damage reduction Changes damage: +7% light / +7% darkness Amulets can have magical properties. |
protective gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+6 eff.) Changes resistances cap: +5% all Physical save: +19 (+3 eff.) Amulets can have magical properties. |
protective gold amulet of dexterity (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+6 eff.) Changes stats: +6 Dex Changes resistances cap: +5% all Physical save: +19 (+3 eff.) Amulets can have magical properties. |
restful voratun amulet of perfection (0.40 Wild-gift / Venom drake aspect,0.40 Technique / Conditioning)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Talent masteries: +0.40 Wild-gift / Venom drake aspect +0.40 Technique / Conditioning Life regen: +4.50 Amulets can have magical properties. |
savior's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +19 (+3 eff.) Spell save: +19 (+4 eff.) Mental save: +18 (+3 eff.) Blindness immunity: +28% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
savior's steel amulet of perfection (0.22 Chronomancy / Blade Threading,0.22 Psionic / Mentalism)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.22 Chronomancy / Blade Threading +0.22 Psionic / Mentalism Physical save: +14 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +16 (+3 eff.) Amulets can have magical properties. |
savior's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Physical save: +18 (+3 eff.) Spell save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +48.00 Amulets can have magical properties. |
serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+8 eff.) Changes stats: +11 Lck Blindness immunity: +24% Infravision radius: +7 Sight radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
stralite amulet 'Cinderkill'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 20 mind / 12 fire Changes resistances: +12% temporal / +27% fire Changes damage: +27% fire / +15% mind / +12% temporal Teleport immunity: +50% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 6 turns. Amulets can have magical properties. |
wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +10 Con Life regen: +1.30 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
Barktitan the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +11 (+3 eff.) Damage (Melee): 20 nature Damage when hit (Melee): 12 physical Changes resistances: +9% nature / +5% physical Changes resistances penetration: +10% mind Changes damage: +12% physical Spellpower: +11 (+1 eff.) Mindpower: +11 (+3 eff.) Size category: +1 Rings can have magical properties. |
Dazzlecut the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% fire / +40% darkness / +12% arcane Changes resistances penetration: +15% fire / +15% arcane / +25% light Changes damage: +20% darkness / +9% arcane Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Rings can have magical properties. |
Xanyledatha the BrightwilderCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +17 (+4 eff.) Defense: +13 (+8 eff.) Effects on melee hit: * 24 arcane resource burn Changes resistances: +3% cold / +9% arcane / +3% darkness Changes damage: +8% all Spell save: +6 (+1 eff.) Disarm immunity: +44% Pinning immunity: +40% Knockback immunity: +35% Maximum life: +44.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +17 (+2 eff.) Mindpower: +17 (+4 eff.) Light radius: +1 Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
conjurer's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Wil / +7 Mag Spellpower: +22 (+3 eff.) Mindpower: +11 (+3 eff.) Rings can have magical properties. |
pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Spellpower: +7 (+1 eff.) Rings can have magical properties. |
pixie's gold ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+6 eff.) Changes stats: +6 Cun / +5 Mag Spellpower: +10 (+1 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +11 (+7 eff.) Changes stats: +2 Con Spell save: +13 (+2 eff.) Maximum stamina: +17.00 It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 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 can have magical properties. |
savage's voratun ring of corrosion (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +40% acid Changes damage: +20% acid Spell save: +16 (+3 eff.) Maximum stamina: +40.00 Rings can have magical properties. |
savior's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +18 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +18 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +4.60 Rings can have magical properties. |
sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +1.30 Maximum life: +60.00 Healing mod.: +15% Rings can have magical properties. |
solipsist's steel ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+6 eff.) Changes stats: +6 Cun / +5 Wil Mindpower: +9 (+2 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
treant's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +8% blight Mental save: +8 (+2 eff.) Poison immunity: +18% Disease immunity: +17% Confusion immunity: +28% Rings can have magical properties. |
voratun ring 'Elenurohell'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +16 Changes damage: +18% mind Reduces incoming crit damage: 25.00% Mental save: +65 (+11 eff.) Silence immunity: +15% Confusion immunity: +50% Stun/Freeze immunity: +50% Maximum stamina: +25.00 Rings can have magical properties. |
voratun ring 'Skyraze'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 24 temporal Changes stats: +4 Con Changes resistances: +9% lightning Changes damage: +30% lightning / +9% temporal Reduces incoming crit damage: 10.00% Mental save: +13 (+3 eff.) Confusion immunity: +49% Light radius: +4 See invisible: +12 Movement speed: +30% Reduces paradox anomalies(equivalent to willpower): +20 Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 63% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+7 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 151% Wil, 10% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 4 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 151% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Xeratira (40-48 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to corrode armour by 30% Burst (radius 1) on hit: +16 blight When wielded/worn: Armour: +12 Armour Hardiness: +12% Damage (Melee): 4 acid Changes resistances: +6% mind Changes resistances penetration: +15% blight Changes damage: +40% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Mental save: +20 (+4 eff.) Hate per kill: +4.00 Maximum hate: +8.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +20% Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Tempestwhisper' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] 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: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 nature When wielded/worn: Physical crit. chance: +6.0% Defense: +5 (+4 eff.) Effects on melee hit: * 6% chance to disease * 6% chance to blind Damage (Melee): 12 lightning Changes resistances: +6% nature / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Vim when firing critical spell: +2.00 Maximum vim: +13.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 287.12 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elm starstaff of illumination (10-12 power, 2 apr, physical element)Requires: - Magic 11 Infused by nature Crafted by a master 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: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Defense: +5 (+4 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 287.12 light damage. Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood starstaff of wizardry (25-30 power, 5 apr, light 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: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes damage: +25% light / +25% temporal / +25% darkness / +25% physical Talent granted: +1 Command Staff Maximum mana: +42.00 Spellpower: +26 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Yvynor the GlarebutcherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 33% chance to blind Changes resistances: +6% acid / +2% physical / +9% lightning / +3% blight Reduce damage by fixed amount: +15 all Changes damage: +3% blight Spell save: +15 (+3 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.00 Size category: +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Str / +6 Dex / +6 Cun / +5 Con / +10 Lck Trap disarming bonus: +29 Stealth bonus: +15 Physical save: +15 (+3 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
Xerura (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +6 Defense: +3 (+3 eff.) Changes stats: +6 Mag / +9 Wil / +4 Con Changes resistances: +15% light / +15% acid Grants telepathy: Dragon Reduces incoming crit damage: 20.00% Spell save: +15 (+3 eff.) Mental save: +40 (+7 eff.) Disease immunity: +20% Maximum mana: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +1 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintmight (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+4 eff.) Effects on melee hit: * 33% chance to blind Damage (Melee): 4 light Damage when hit (Melee): 4 mind Changes resistances: +16% acid / +19% physical / +30% light / +19% fire / +18% cold Changes damage: +15% acid / +15% physical / +24% light / +15% cold / +14% fire / +3% mind / +16% all Talent cooldown: Refit Golem (-6 turns) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +20 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+8 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+0 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Velitira the Bleaklord (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour Hardiness: +5% Defense: +5 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +16 Str / +16 Mag / +16 Wil Changes resistances: +30% lightning / +6% temporal / +30% acid / +24% cold / +6% fire / +9% nature / +1% physical Changes damage: +40% lightning / +29% physical / +36% cold / +20% acid Disarm immunity: +10% Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Yveda the Blindfist (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+4 eff.) Effects on melee hit: * 45% chance to blind Damage (Melee): 8 light Changes stats: +7 Str / +14 Mag / +13 Wil / +1 Con Changes resistances: +33% lightning / +10% darkness / +12% blight / +12% fire / +26% cold / +12% light Changes damage: +19% lightning / +15% physical / +16% cold Physical save: +19 (+3 eff.) Spell save: +34 (+6 eff.) Mental save: +20 (+4 eff.) Silence immunity: +50% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +15 Maximum mana: +40.00 Maximum stamina: +30.00 Spellpower: +20 (+3 eff.) Damage Shield penetration: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yvodheratha the Deepswish (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+7 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 8 nature Damage when hit (Melee): 16 nature / 20 darkness Changes stats: +6 Mag / +5 Wil Changes resistances penetration: +10% mind / +20% darkness Changes damage: +18% all Physical save: +30 (+6 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +4.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +38 (+5 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of Linaniil (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +5 (+4 eff.) Changes resistances: +16% mind / +19% darkness Changes damage: +10% all Physical save: +16 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +35 (+6 eff.) Mana each turn: +0.34 Maximum mana: +70.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +18% Mental crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of power (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +4 Cun Changes damage: +10% all Critical mult.: +14.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Spellpower: +13 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+5 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+0 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 10 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 19 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glidhenne (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Str / +6 Dex / +4 Cun Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Physical save: +13 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +35 (+6 eff.) Stun/Freeze immunity: +10% Life regen: +5.50 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% 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. |
Hellblur (14 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +14 (+9 eff.) Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 12 fire Damage when hit (Melee): 16 fire Changes stats: +3 Cun / +3 Con Changes resistances: +6% fire Physical save: +21 (+4 eff.) Spell save: +8 (+1 eff.) Mental save: +26 (+5 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Relgerand (13 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 (+8 eff.) Ranged Defense: +13 (+8 eff.) Fatigue: +5% Damage (Melee): 28 arcane / 8 blight Changes stats: +3 Cun / +4 Dex Changes resistances: +3% all Changes damage: +9% mind Poison immunity: +25% Silence immunity: +30% Knockback immunity: +20% Spell crit. chance: +6% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
Treepiercer the pair of drakeskin leather boots (0 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +4 Cun / +6 Con Changes resistances: +14% acid / +15% fire / +15% cold / +15% lightning Reduces incoming crit damage: 10.00% Physical save: +23 (+4 eff.) Mental save: +23 (+4 eff.) Silence immunity: +5% Pinning immunity: +10% Spellpower: +6 (+1 eff.) Talent on hit(nature): Slime Spit (5% chance level 1). Talent on hit(mindpower): Acidfire (10% chance level 1). A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+6 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
undeterred pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +34% Movement speed: +20% A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 7 power out of 16/16) : Effective talent level: 3.0 Power cost: 7 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 171.51 to 514.54 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
restful 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: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bleakbane (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 darkness / 7 physical Changes stats: +8 Str / +4 Dex / +3 Wil Changes resistances: +9% blight / +7% darkness Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.6 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1240.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 10 power out of 32/32) : Effective talent level: 3.0 Power cost: 10 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 54%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Eilinoriarin the dwarven-steel helm (7 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +7 (+5 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 33% Damage when hit (Melee): 15 physical Changes stats: +8 Str Changes resistances: +5% all / +3% cold Physical save: +10 (+2 eff.) Psi when hit: +0.04 Hate per kill: +4.00 Maximum hate: +2.00 Maximum psi: +20.00 Mental crit. chance: +1% It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.6 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1240.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hanyhor the Demonwarden (3 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Damage (Melee): 24 darkness Changes resistances: +37% lightning / +15% darkness Changes damage: +19% lightning Poison immunity: +25% Cut immunity: +15% Silence immunity: +25% Confusion immunity: +15% Knockback immunity: +15% A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
catburglar's drakeskin leather cap of might (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Str / +8 Dex / +4 Con Changes resistances: +19% darkness Infravision radius: +5 A cap made of leather. |
champion's drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +3 Wil Mental save: +5 (+1 eff.) Light radius: +1 A cap made of leather. |
defender's hardened leather cap of the bounder (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+5 eff.) Fatigue: +3% Changes stats: +8 Str / +8 Dex Changes resistances: +5% all Physical save: +11 (+2 eff.) A cap made of leather. |
dwarven-steel helm 'Fogobsidian' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Wil Changes resistances: +7% blight / +6% acid Changes damage: +18% darkness Mental save: +8 (+2 eff.) Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap of the bounder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex A cap made of leather. |
iron helm of knowledge (0 def, 3 armour)Requires: - Talent 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: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Wil / +8 Mag Spell save: +8 (+1 eff.) Spellpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+7 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Armotir the cured leather armour (5 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+4 eff.) Fatigue: +7% Damage (Melee): 16 mind Damage when hit (Melee): 20 mind / 8 acid Changes stats: +4 Str / +3 Dex Changes resistances: +6% acid Changes damage: +3% acid / +3% mind Physical save: +5 (+1 eff.) A suit of armour made of leather. |
Fogspiker the drakeskin leather armour (5 def, 14 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+4 eff.) Fatigue: +8% Damage (Melee): 8 darkness Changes stats: +4 Dex / +2 Mag Changes resistances: +15% acid / +15% cold / +10% mind Changes resistances penetration: +3% all Allows you to breathe in: water Spell save: +30 (+6 eff.) Mental save: +23 (+4 eff.) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Mental crit. chance: +5% See invisible: +9 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Unlightraven the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 13 light Changes stats: +4 Str / +5 Wil Changes resistances: +18% blight / +9% temporal / +30% darkness / +6% light Changes resistances penetration: +5% darkness Disease immunity: +5% Teleport immunity: +10% Life regen: +14.20 Maximum life: +70.00 Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +24% A suit of armour made of leather. |
Umbrawarden (7 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +7 (+5 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to disease Damage (Melee): 20 acid / 20 fire / 12 arcane Damage when hit (Melee): 12 acid / 14 fire Changes resistances: +36% acid / +12% blight / +23% fire / +27% lightning / +13% cold Changes resistances penetration: +10% darkness / +15% fire Allows you to breathe in: water Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 A suit of armour made of metal plates. |
voratun plate armour 'Furnacestar' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+6 eff.) Fatigue: +18% Damage (Melee): 28 mind / 16 fire Changes stats: +3 Dex / +3 Wil / +9 Con Changes resistances: +30% lightning Changes resistances penetration: +20% mind / +15% fire Talent mastery: +0.50 Spell / Eldritch stone Reduces incoming crit damage: 25.00% A suit of armour made of metal plates. |
Flashmalice the voratun shield (12 def, 30 armour, 199 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +30 Armour Hardiness: +18% Defense: +12 (+8 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Damage (Melee): 8 physical Changes stats: +2 Cun / +2 Con Changes resistances: +57% physical Talent granted: +5 Block Critical mult.: +6.00% Mindpower: +2 (+0 eff.) Handheld deflection devices. |
Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+9 eff.) Ranged Defense: +14 (+9 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
reinforced voratun shield of patience (12 def, 12 armour, 277 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+8 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +14% Damage when hit (Melee): 20 temporal Changes resistances: +20% temporal Talent granted: +5 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (687) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
782 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. |
45 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
28 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
41 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+6 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+6 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Smearpain the dwarven-steel pickaxe (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +2 Str Changes resistances: +13% nature / +15% mind Changes resistances penetration: +25% nature Changes damage: +17% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+6 eff.) Changes stats: +3 Str Changes resistances: +10% physical 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, costing 31 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
33 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 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 When used as an alchemist bomb: Slows by 17% 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 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
22 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +7% mind Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of focusPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes damage: +8% mind Spellpower: +8 (+1 eff.) Light radius: +5 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 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 6 power out of 25/25) : Effective talent level: 5.0 Power cost: 6 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 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. |
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 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 6 power out of 25/25) : Effective talent level: 5.0 Power cost: 6 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 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. |
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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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, costing 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, costing 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, costing 4 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
33 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
48 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 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 When used as an alchemist bomb: Bomb damage +20% 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 1240.35 fire damage (based on Magic), costing 19 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+1 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 27 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Sootwing [power 29] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +3% cold Changes resistances penetration: +15% darkness Changes damage: +6% darkness Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Talent on hit(nature): Slime Spit (5% chance level 1). It can be used to teleport randomly (rad 29), putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Turechik the Rotpower [power 49] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% nature Mana each turn: +0.12 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
27 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Erelirerach [power 205] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% acid Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes damage: +6% acid Talent granted: +2 Ward Spell save: +12 (+2 eff.) Maximum vim: +11.00 It can be used to fire a bolt of a random element with (base) damage 102 to 205, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Malyzor the Thunderream [power 281] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage (Melee): 8 lightning Damage when hit (Melee): 8 lightning Changes resistances: +24% lightning Maximum wards: +9 lightning / +9 temporal / +9 blight / +9 fire / +8 cold Changes resistances penetration: +10% lightning Changes damage: +3% arcane Talent granted: +2 Ward Maximum vim: +17.00 It can be used to creates a wall of flames lasting 4 turns (dealing 564 fire damage overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zubutta the Woerigor [power 118] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid Maximum wards: +10 lightning / +9 temporal / +10 blight / +9 fire / +10 cold Changes resistances penetration: +20% darkness / +5% acid Changes damage: +9% acid Talent cooldown: Volcano (-2 turns) Talents granted: +2 Ward +5 Volcano Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to disarm traps (118 bonus disarm power, based on Magic) along a range 5 line, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Murkcutter' [power 16] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +11 (+7 eff.) Ranged Defense: +11 (+7 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 8 physical Changes stats: +3 Con Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano Spell save: +30 (+6 eff.) Maximum mana: +40.00 Maximum vim: +50.00 Healing mod.: +15% It can be used to reveal the area around you, dispelling darkness (radius 16, power 110 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of clairvoyance [power 12] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 12, power 106 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking dragonbone wand of trap destruction [power 121] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike It can be used to disarm traps (121 bonus disarm power, based on Magic) along a range 5 line, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void ash wand of firewall [power 105] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Void Blast It can be used to creates a wall of flames lasting 4 turns (dealing 211 fire damage overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elven-wood wand of clairvoyance [power 14] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +5 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 14, power 108 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 12 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. |
40 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+7 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+7 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
33 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
40 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By 22.11 Mage (id d spower) the Dwarf Adventurer level 47
18th Dearth 122nd year of Ascendancy at 19:07 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By 22.11 Mage (id d spower) the Dwarf Adventurer level 43
25th Wealth 122nd year of Ascendancy at 17:23 see stats
Dragon's Greed
Amassed 8000 gold pieces.By 22.11 Mage (id d spower) the Dwarf Adventurer level 56
1st Loss 122nd year of Ascendancy at 21:43 see stats
Exterminator
Killed 1000 creatures.By 22.11 Mage (id d spower) the Dwarf Adventurer level 40
38th Profit 122nd year of Ascendancy at 20:41 see stats
Fear me not!
Survived the Fearscape!By 22.11 Mage (id d spower) the Dwarf Adventurer level 68
26th Loss 122nd year of Ascendancy at 09:52 see stats
Guiding Hand
Saved all escorted adventurers.By 22.11 Mage (id d spower) the Dwarf Adventurer level 44
7th Dearth 122nd year of Ascendancy at 21:30 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By 22.11 Mage (id d spower) the Dwarf Adventurer level 21
13rd Profit 122nd year of Ascendancy at 23:36 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By 22.11 Mage (id d spower) the Dwarf Adventurer level 42
21st Wealth 122nd year of Ascendancy at 13:07 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By 22.11 Mage (id d spower) the Dwarf Adventurer level 47
17th Dearth 122nd year of Ascendancy at 09:50 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By 22.11 Mage (id d spower) the Dwarf Adventurer level 53
41st Dearth 122nd year of Ascendancy at 16:00 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By 22.11 Mage (id d spower) the Dwarf Adventurer level 62
16th Loss 122nd year of Ascendancy at 16:42 see stats
Infinite x60
Got to level 60 of the infinite dungeon.By 22.11 Mage (id d spower) the Dwarf Adventurer level 85
9th Shortage 122nd year of Ascendancy at 23:27 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By 22.11 Mage (id d spower) the Dwarf Adventurer level 44
8th Dearth 122nd year of Ascendancy at 12:04 see stats
Level 10
Got a character to level 10.By 22.11 Mage (id d spower) the Dwarf Adventurer level 10
20th Voratun 122nd year of Ascendancy at 05:15 see stats
Level 20
Got a character to level 20.By 22.11 Mage (id d spower) the Dwarf Adventurer level 20
8th Profit 122nd year of Ascendancy at 00:10 see stats
Level 30
Got a character to level 30.By 22.11 Mage (id d spower) the Dwarf Adventurer level 30
22nd Profit 122nd year of Ascendancy at 18:36 see stats
Level 40
Got a character to level 40.By 22.11 Mage (id d spower) the Dwarf Adventurer level 40
37th Profit 122nd year of Ascendancy at 13:33 see stats
Level 50
Got a character to level 50.By 22.11 Mage (id d spower) the Dwarf Adventurer level 50
34th Dearth 122nd year of Ascendancy at 14:35 see stats
Size is everything
Did over 1500 damage in one attack.By 22.11 Mage (id d spower) the Dwarf Adventurer level 49
24th Dearth 122nd year of Ascendancy at 18:42 see stats
Size matters
Did over 600 damage in one attack.By 22.11 Mage (id d spower) the Dwarf Adventurer level 17
3rd Profit 122nd year of Ascendancy at 22:02 see stats
The Rat Lich
Killed the terrible Rat Lich.By 22.11 Mage (id d spower) the Dwarf Adventurer level 19
6th Profit 122nd year of Ascendancy at 13:28 see stats
The bigger the better!
Did over 3000 damage in one attack.By 22.11 Mage (id d spower) the Dwarf Adventurer level 69
27th Loss 122nd year of Ascendancy at 08:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By 22.11 Mage (id d spower) the Dwarf Adventurer level 42
14th Wealth 122nd year of Ascendancy at 07:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By 22.11 Mage (id d spower) the Dwarf Adventurer level 21
13rd Profit 122nd year of Ascendancy at 02:32 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 68 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 68 turns (stop reason: at exit).
You gain 7.48 gold from the transmogrification of enlightening voratun plate armour of resilience (9 def, 16 armour).
You gain 9.63 gold from the transmogrification of stabilizing drakeskin leather cap of blood magic (0 def, 5 armour).
You gain 25.00 gold from the transmogrification of Growthreeve the living mindstar (15-16.5 power, 40 apr, mind damage).
You gain 3.96 gold from the transmogrification of savior's gold ring of perseverance.
22.11 Mage (id d spower) deactivates Bone Shield.
22.11 Mage (id d spower) deactivates Arcane Power.
22.11 Mage (id d spower) deactivates Shadow Feed.
22.11 Mage (id d spower) deactivates Dark Ritual.
22.11 Mage (id d spower) deactivates Essence of Speed.
22.11 Mage (id d spower) deactivates Chant of Fortress.
22.11 Mage (id d spower) deactivates Beyond the Flesh.
22.11 Mage (id d spower) deactivates Corona.
22.11 Mage (id d spower) deactivates Hymn of Shadows.
22.11 Mage (id d spower) deactivates Hymn Nocturnalist.























































































































































































