












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 39 / 82% |
| Size | big |
| Lifes / Deaths | Killed by tempest at level 5 on the 19th Voratun 122nd year of Ascendancy at 12:14 0 / 8Killed by icy orc wyrmic at level 12 on the 30th Voratun 122nd year of Ascendancy at 21:49 Killed by Shasshhiy'Kaish at level 22 on the 23rd Profit 122nd year of Ascendancy at 13:51 Killed by Layuth the midge swarm at level 24 on the 30th Profit 122nd year of Ascendancy at 22:12 Killed by thaurhereg at level 31 on the 8th Wealth 122nd year of Ascendancy at 15:13 Killed by Gloronor the dreaming horror at level 36 on the 26th Wealth 122nd year of Ascendancy at 00:23 Killed by faerlhing at level 36 on the 27th Wealth 122nd year of Ascendancy at 05:31 Killed by Baran's Inner Demon at level 39 on the 20th Dearth 122nd year of Ascendancy at 09:34 |
Primary Stats
| Strength | 118 (base 60) |
| Dexterity | 9 (base 10) |
| Constitution | 50 (base 45) |
| Magic | 12 (base 10) |
| Willpower | 71 (base 60) |
| Cunning | 25 (base 10) |
Resources
| Life | -34/1624 |
| Stamina | 335/366 |
| Equilibrium | 71 |
| Healing Factor | 0.92272727272729 |
| Regeneration | 128.62448473184 |
Speed
| Mental | +13.66139842159% |
| Attack | +13.66139842159% |
| Movement | -13.90613238968% |
| Spell | 0% |
| Global | +154.61793918256% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 42 |
| Crit Chance | 26% |
| APR | 9 |
| Speed | 0.88 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 18% |
| Speed | 0.87980617332441 |
Offense: Damage Bonus
| Acid | +86% |
| Blight | +28% |
| Physical | +36% |
| Cold | +22% |
| All | +2% |
| Lightning | +32% |
| Darkness | +32% |
| Fire | +22% |
| Nature | +26% |
Offense: Damage Penetration
| Acid | +65% |
| Blight | +20% |
| Arcane | +10% |
| Cold | +40% |
| All | 0% |
| Lightning | +20% |
| Physical | +55% |
| Darkness | +20% |
| Fire | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 63.000965260628 (93.924050632911%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 36 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 29%( 80%) |
| Blight | + 35%( 70%) |
| Physical | + 41%( 75%) |
| Cold | + 57%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 31%( 70%) |
| Temporal | + 30%( 70%) |
| Lightning | + 14%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Knockback Resistance | 54% |
| Stun Resistance | 13% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 642 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.57 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.57 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Venom drake aspect | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Icy Skin |
| beneficial effect | Increases global action speed by 55%. Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The target is lost in a nightmare that deals 37.78 mind damage each turn and has a 38% chance to cause a random detrimental effect. Waking Nightmare |
| detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 27. Exposed |
| detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 7. Illness |
| detrimental effect | The target has been splashed with acid, reducing armour by 17% (9). Armor Corroded |
| detrimental effect | The target is confused, acting randomly (chance 27%) and unable to perform complex actions. Confused |
| beneficial effect | A flow of life spins around the target, regenerating 128.44 life per turn. Regeneration |
| detrimental effect | The target is plagued by inner demons and each turn there's a 23% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
Quests
You successfully escorted the injured seer to the recall portal on level 5 of Infinite Dungeon. Escort: injured seer (level 5 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Zubosethra the treant. Escort: lost defiler (level 11 of Infinite Dungeon) | failed |
You successfully escorted the lost defiler to the recall portal on level 19 of Infinite Dungeon. Escort: lost defiler (level 19 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by mean looking elven guard. Escort: lost sun paladin (level 26 of Infinite Dungeon) | failed |
You failed to protect the lost warrior from death by Xonochva the Spawn of Urh'Rok. Escort: lost warrior (level 25 of Infinite Dungeon) | failed |
You failed to protect the lost warrior from death by elven cultist. Escort: lost warrior (level 28 of Infinite Dungeon) | failed |
You successfully escorted the temporal explorer to the recall portal on level 29 of Infinite Dungeon. Escort: temporal explorer (level 29 of Infinite Dungeon)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 24 of Infinite Dungeon. Escort: worried loremaster (level 24 of Infinite Dungeon)As a reward you improved Strength by +5. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: Random Artifact: Lightlash (22-33 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 17): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): MultiplicityTurns left: 0 | failed |
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 19): Rush Hour (245)Turns left: 59 You completed the challenge and received: Random Artifact: Unerring Scalpel (15-19.5 power, 25 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 21): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 22): Near SightedYou completed the challenge and received: Random Artifact: Isenor (16/16, 30.5-36.6 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorYou completed the challenge and received: Random Artifact: Porumina (33-46.2 power, 5 apr) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 25): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 38 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 28): Rush Hour (38)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 428 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 30): Rush Hour (428)Turns left: 20 You completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Gloronor the dreaming horror'. Infinite Dungeon Challenge (Level 32): Dream Hunter | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 36): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 8): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: Random Artifact: Strikewreck (0 def, 0 armour) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | traveler's pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Samedeldir =WEAK=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 7 Damage when hit (Melee): 6 blight Changes resistances penetration: +10% arcane / +20% acid Changes damage: +9% acid / +6% blight Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Elorin the cashmere wizard hat (2 def, 0 armour) =PEN=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Defense: +2 (+0 eff.) Changes stats: +4 Dex Changes resistances: +15% darkness Changes resistances penetration: +20% physical Changes damage: +10% darkness / +9% physical A pointy cloth hat, very wizardly... |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =PEN=Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | overpowered ash wand of clairvoyance [power 11] (19.5/21 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 11, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Sootwinter the steel ring =CORRODE=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Damage when hit (Melee): 2 darkness Changes stats: +1 Cun / +2 Dex Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +23% Life regen: +2.00 Rings can have magical properties. |
| On fingers | gold ring of misery =DESO=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 27 Damage (Melee): 11 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 27 Damage (Ranged): 15 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | stralite amulet of perfection (0.27 Technique / Shield offense,0.27 Wild-gift / Higher draconic abilities) =TECH DRACON=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.27 Technique / Shield offense +0.27 Wild-gift / Higher draconic abilities Amulets can have magical properties. |
| In main hand | voratun waraxe 'Morbussorrow' (52-72.8 power, 6 apr) =SLOW=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 17% Damage (Melee): +20 nature Damage (radius 2) on crit: +20 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +6% mind Changes damage: +30% acid One-handed war axes. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Sleetstinger (0 def, 10 armour, 64.5-77.4 power, 194.5 block)Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 22% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +2 Dex / +4 Mag / +4 Con Changes resistances: +18% temporal / +18% cold Changes resistances penetration: +20% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 49% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+4 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
healing infusion of the duelist (heal 98; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -360; dur 8; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -360 life. The duration and life will increase by 1% for every 1% life you have lost (currently 727 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 539%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 488%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 488% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 408; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 408 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 nature talent. |
regeneration infusion of the titan (heal 330; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; mental; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 140; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 140.27 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 31; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 31.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 14; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 15; resist 22%; move 40%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 40% faster, and you are invisible (power 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 spell talent. |
ethereal rune of the titan (power 22; resist 19%; move 37%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 37% faster, and you are invisible (power 22). Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.manasurge rune (regen 666% over 10 turns; mana 33; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 666% for 10 turns (0 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 654% over 10 turns; mana 33; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 654% for 10 turns (0 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 67; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 49; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 40; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 70; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 310; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 310 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 404; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ce'Nilaith the stralite amulet =REDUCE=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes resistances penetration: +15% temporal Changes damage: +6% blight / +15% temporal Talent mastery: +0.26 Cunning / Survival Spellpower: +30 (+19 eff.) Amulets can have magical properties. |
Choker of Dread =BLIND=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
EbonystakeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% lightning / +3% acid Changes resistances penetration: +5% darkness Changes damage: +3% acid / +9% mind Stun/Freeze immunity: +22% Amulets can have magical properties. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
restful stralite amulet of perfection (0.34 Wild-gift / Higher draconic abilities,0.34 Technique / Two-handed assault)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Talent masteries: +0.34 Technique / Two-handed assault +0.34 Wild-gift / Higher draconic abilities Life regen: +3.00 Amulets can have magical properties. |
steel amulet 'Hailusher'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% cold Mental save: +12 (+6 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Amulets can have magical properties. |
Porelemina the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +5 (+0 eff.) Changes stats: +6 Str / +8 Con Physical save: +17 (+6 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Silence immunity: +25% Mana each turn: +0.17 Rings can have magical properties. |
SilinnePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag / +1 Wil Changes resistances penetration: +5% blight Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.solipsist's stralite ring of fire (+26%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +26% fire Changes damage: +13% fire Mindpower: +13 (+4 eff.) Rings can have magical properties. |
steel ring 'Emelodana'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Wil Changes resistances: +23% nature Changes damage: +10% nature / +9% mind Psi when hit: +0.04 Mental crit. chance: +1% See invisible: +9 Rings can have magical properties. |
steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite dagger of evisceration (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +5 fire When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Changes resistances penetration: +9% fire Global speed: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming stralite dagger of torment (32-41.6 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 32.0 - 41.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +10 fire Sharp, short and deadly. |
Dream Malleus (56-84 power, 5 apr)Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 27 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +30% Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +9.0% Changes stats: +2 Cun / +2 Wil Changes damage: +25% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Psi each turn: +0.10 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
This item will automatically be transmogrified when you leave the level.Belolessra the Nightfurnace (60.5-96.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 22% Damage (Melee): +12 darkness When wielded/worn: Armour penetration: +13 Physical crit. chance: +9.0% Changes stats: +5 Wil Changes resistances penetration: +20% nature Changes damage: +18% darkness Critical mult.: +21.00% Mindpower: +10 (+3 eff.) Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Sewergore' (78.5-125.6 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +20 nature When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +20% fire Spell save: +6 (+3 eff.) Vim when firing critical spell: +2.00 Spellpower: +25 (+16 eff.) Spell crit. chance: +3% Massive two-handed swords. |
CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Cyst Burst (25% chance level 1). When this weapon hits: Epidemic (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 7 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+9 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
SleetwoeRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +24 lightning / +8 temporal Damage (radius 2) on crit: +16 cold When wielded/worn: Accuracy: +32 (+11 eff.) Armour penetration: +15 Physical crit. chance: +8.0% Changes resistances: +9% cold / +3% temporal Changes resistances penetration: +14% all Changes damage: +15% lightning / +3% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.caustic yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +35 acid / +23 nature When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +14 Physical crit. chance: +12.0% Changes resistances penetration: +15% acid / +12% nature Longbows are used to shoot arrows at your foes. |
flaming stralite mace of massacre (47-65.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace of vileness (15.5-21.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +11 blight Blunt and deadly. |
truestriking stralite mace of phasing (39.5-55.3 power, 10 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +11% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +9% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.mighty drakeskin leather sling of acid Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +14 acid When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str Changes damage: +15% acid Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.imbued elven-wood starstaff (25-30 power, 5 apr, temporal 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% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 (+10 eff.) Spell crit. chance: +4% Talent on hit(spell): Displacement Shield (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short elven-wood magestaff of illumination (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +8.0% Physical power: +13 (+3 eff.) Defense: +11 (+5 eff.) Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +20 (+14 eff.) Spell crit. chance: +7% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 16.49 light damage. Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+7 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 85.04. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Porumina (33-46.2 power, 5 apr) =SUPER PEN=Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +16 (+6 eff.) Armour penetration: +10 Changes stats: +1 Con Changes resistances: +3% cold / +1% physical / +3% nature / +3% light Changes resistances penetration: +9% all Reduces incoming crit damage: 5.00% Confusion immunity: +10% Light radius: +1 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.caustic stralite waraxe (30.5-42.7 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +6 acid / +14 nature When wielded/worn: Armour penetration: +8 Changes resistances penetration: +11% acid / +21% nature One-handed war axes. |
dwarven-steel waraxe of projection (20.5-28.7 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite waraxe (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +5% physical Disarm immunity: +14% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Belira Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +18% lightning / +20% temporal Changes damage: +9% blight Reduces incoming crit damage: 10.00% Maximum life: +45.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
BrenoradasPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +6 Mag Changes resistances: +5% arcane / +3% temporal / +7% light / +11% darkness Critical mult.: +8.00% Physical save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Knockback immunity: +20% Mana each turn: +0.27 Only die when reaching: -40.00 life Maximum mana: +37.00 A belt that goes around your waist. |
Ebonyquarry the cashmere cloak (2 def, 0 armour) =TURN REDUCE=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 temporal Changes stats: +2 Wil / +2 Mag Changes damage: +21% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+9 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+14 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
This item will automatically be transmogrified when you leave the level.dreamer's silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +8% blight / +16% mind / +15% darkness / +13% all Physical save: +14 (+5 eff.) Spell save: +14 (+6 eff.) Mental save: +28 (+13 eff.) Life regen: +3.20 Maximum life: +56.00 Healing mod.: +18% 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. |
verdant silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% all Changes damage: +12% nature Poison immunity: +26% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Changes resistances: +10% cold / +8% fire 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. |
pair of dwarven-steel boots 'Vorylrann' (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +8 Cun / +4 Wil Changes resistances: +24% acid / +8% fire / +9% cold / +8% lightning Changes damage: +9% acid Physical save: +19 (+6 eff.) Spell save: +19 (+7 eff.) Mental save: +21 (+10 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 3 acid / 6 fire / 5 lightning / 8 cold Changes stats: +3 Mag / +3 Wil / +1 Con Physical save: +12 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Jetvortex' (25 def, 2 armour) =REDUCE=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Defense: +25 (+19 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +9% lightning / +6% fire / +18% cold Critical mult.: +10.00% Poison immunity: +20% Disarm immunity: +20% Maximum life: +40.00 Spell crit. chance: +11% Mental crit. chance: +14% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Areyatha the dwarven-steel helm (0 def, 4 armour) =ACC=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +3 Dex / +5 Con Changes resistances: +8% lightning / +6% temporal / +9% mind Changes damage: +18% mind Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour) =SET=Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.9 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 43%) for 3 turns. The sound wave is so strong, your foes also take 227.38 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Emeledheth (0 def, 3 armour) =WATER=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 2 blight Changes stats: +4 Dex / +2 Wil / +3 Cun / +10 Lck Changes resistances: +16% cold Changes damage: +24% arcane Allows you to breathe in: water Spellpower: +10 (+9 eff.) Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
Porumina the rough leather cap (0 def, 1 armour) =ACC=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +3% temporal / +7% cold Changes damage: +9% physical Pinning immunity: +10% Stamina each turn: +3.00 A cap made of leather. |
Wretchfame the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 54% * 20% chance to reduce armor by 17% Changes stats: +10 Mag Changes damage: +30% acid Stamina when hit: +3.00 Equilibrium when hit: +2.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's hardened leather cap of the depths (0 def, 3 armour) =CON=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: -27% light / +13% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic voratun mail armour of delving (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +7% physical / +31% darkness / +15% light Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Morninghunger the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+14 eff.) Fatigue: +8% Changes stats: +5 Mag / +3 Cun / +4 Con Changes resistances: +7% mind Changes damage: +9% light Reduces incoming crit damage: 15.00% Mental save: +16 (+8 eff.) Light radius: +3 See invisible: +15 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+8 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level.duelist's reinforced leather armour of thunder (18 def, 11 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+4 eff.) Armour: +11 Defense: +18 (+12 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex / +6 Mag / +6 Wil / +7 Cun Changes resistances: +15% lightning Spellpower: +22 (+15 eff.) Spell crit. chance: +7% Mindpower: +22 (+7 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
Camigas the stralite plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +5 Str / +1 Wil / +4 Cun Changes resistances: +14% blight / +9% physical / +35% darkness / +16% fire Changes damage: +6% acid Critical mult.: +20.00% Maximum psi: +10.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Firespire the stralite plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage when hit (Melee): 8 blight Changes resistances: +25% lightning / +27% fire / +5% arcane / +12% blight A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.radiant voratun plate armour of fire resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +21% blight / +23% fire / +26% darkness Light radius: +1 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)Requires: - Level 25 Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. This item has been sent to the Item's Vault. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+0 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+14 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
coruscating stralite shield of the stars (0 def, 8 armour, 47-56.4 power, 137.5 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +14 fire / +15 light / +16 darkness When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 4 fire Changes stats: +3 Str / +5 Mag / +4 Cun Changes resistances: +11% fire / +11% light / +14% darkness Changes damage: +14% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.coruscating voratun shield (0 def, 10 armour, 63.5-76.2 power, 189 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +189 Damage (Melee): +15 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 18 fire Changes stats: +3 Str Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.reinforced stralite shield of the stars (0 def, 11 armour, 46.5-55.8 power, 213.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +214 Damage (Melee): +16 light / +14 darkness When wielded/worn: Armour: +11 Fatigue: +8% Changes stats: +5 Cun / +4 Mag Changes resistances: +18% light / +18% darkness Changes damage: +14% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
shocking stralite shield of winter (0 def, 8 armour, 45.5-54.6 power, 134.5 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 Damage (Melee): +18 cold When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 13 lightning Damage when hit (Melee): 17 lightning On shield block: * Deals 149 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.plaguebringer's quiver of elven-wood arrows of paradox (23/23, 43-60.2 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 23 When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) * 17% chance to reduce strength, dexterity, and constitution by 7 Damage (Ranged): +18 blight / +17 temporal Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of grasping (21/21, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 174 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
212 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. |
8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock =CURSE CARRY=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-9 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+12 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Pyregore (dig speed 30 turns) =ACC CD=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +30 (+10 eff.) Armour: +8 Defense: +10 (+4 eff.) Damage when hit (Melee): 10 fire Changes stats: +8 Str Stamina each turn: +3.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shimmerhunt (dig speed 17 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +3 Mag / +2 Con Changes resistances penetration: +15% lightning Changes damage: +8% fire / +5% mind / +6% arcane Mental save: +10 (+5 eff.) Mana each turn: +0.12 Maximum mana: +25.00 Spellpower: +10 (+9 eff.) Spell crit. chance: +6% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =CARRY=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial =LIGHT=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Vilestun' =SLOW=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 15 fire Changes resistances: +6% blight / +7% fire / +3% cold Pinning immunity: +20% Knockback immunity: +20% Life regen: +2.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) =RESET=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
This item will automatically be transmogrified when you leave the level.storming pouch of stralite shots of accuracy (18/18, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 Damage (Ranged): +27 lightning Damage (radius 2) on crit: +9 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.thought-forged pouch of stralite shots of accuracy (21/21, 41-49.2 power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 25% chance to reduce all saves and defense by 27 Damage (Ranged): +13 mind Shots are used with slings to pummel your foes to death. |
Ivonor [power 100] (19.5/15 cooldown) =Turn=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +3% temporal It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of clear mind [power 2] (19.5/40 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 40 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing 'Hydar' [power 240] (19.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Stun/Freeze immunity: +10% Life regen: +4.00 Equilibrium when hit: +0.04 It can be used to heal yourself and all friendly characters within 10 spaces for 240 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
soothing elven-wood totem of healing [power 240] (19.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 240 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 82. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Eremegaharantir [power 290] (19.5/15 cooldown) =ACC BURN=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +30 (+10 eff.) Armour: +8 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 physical Changes resistances: +6% blight / +15% darkness Changes damage: +6% physical It can be used to fire a magical bolt dealing 148 fire damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand =LIGHT=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+6 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 34 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Olibar [power 228] (19.5/15 cooldown) =SLOW=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +9% acid / +6% temporal Spell save: +18 (+7 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (150 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 180] (19.5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 180 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =CARRY MAP=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Baran the Dwarf Wyrmic level 30
4th Wealth 122nd year of Ascendancy at 04:16 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Baran the Dwarf Wyrmic level 11
30th Voratun 122nd year of Ascendancy at 10:24 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Baran the Dwarf Wyrmic level 31
7th Wealth 122nd year of Ascendancy at 09:44 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Baran the Dwarf Wyrmic level 23
26th Profit 122nd year of Ascendancy at 11:19 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Baran the Dwarf Wyrmic level 22
24th Profit 122nd year of Ascendancy at 13:00 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Baran the Dwarf Wyrmic level 15
2nd Profit 122nd year of Ascendancy at 06:13 see stats
Infinite x20 (Nightmare (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Baran the Dwarf Wyrmic level 24
31st Profit 122nd year of Ascendancy at 10:22 see stats
Infinite x30 (Nightmare (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Baran the Dwarf Wyrmic level 32
10th Wealth 122nd year of Ascendancy at 16:17 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Baran the Dwarf Wyrmic level 10
27th Voratun 122nd year of Ascendancy at 08:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Baran the Dwarf Wyrmic level 20
17th Profit 122nd year of Ascendancy at 20:34 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Baran the Dwarf Wyrmic level 30
45th Profit 122nd year of Ascendancy at 05:03 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Baran the Dwarf Wyrmic level 37
6th Dearth 122nd year of Ascendancy at 18:53 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Baran the Dwarf Wyrmic level 27
40th Profit 122nd year of Ascendancy at 05:31 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Baran the Dwarf Wyrmic level 31
5th Wealth 122nd year of Ascendancy at 13:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Baran the Dwarf Wyrmic level 21
19th Profit 122nd year of Ascendancy at 07:31 see stats
Log
Something hits Baran for 108 physical damage.
Baran uses Infusion: Regeneration.
Baran starts regenerating health quickly.
Something gains 0% of a turn from Ancestral Life.
Something hits Baran for 27 physical, 14 physical, 32 physical, 14 physical (88 total damage).
Talent Block is ready to use.
Talent Stone Walking is ready to use.
Talent Wing Buffet is ready to use.
Talent Ice Claw is ready to use.
Something hits Baran for 154 darkness damage.
Waking Nightmare from Nightmare horror hits Baran for 26 darkness damage.
Baran's is vulnerable to attacks and effects!
Baran shrugs off Something's 'Disarmed'!
Something gains 1% of a turn from Ancestral Life.
Something hits Baran for 399 acid, 11 nature, 8 physical, 175 acid, 17 physical, 221 acid (830 total damage).
Something hits Something for 221 acid damage.
Baran uses Blinding Speed.
Baran speeds up.
Baran uses Lightning Speed.
Baran turns into pure lightning!.
Baran misses Something.
Baran is back to normal.
Talent Shield Slam is ready to use.
Talent Venomous Breath is ready to use.
Talent Lightning Breath is ready to use.
Talent Nature's Touch is ready to use.
Something performs a melee critical strike against Baran!
Saving game...





























































































































































