Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 50 / 1179% |
Size | medium |
Lifes / Deaths | Killed by Vorasevea the orc assassin at level 50 on the 12nd Regrowth 124th year of Ascendancy at 04:24 / 1 |
Primary Stats
Strength | 45 (base 15) |
Dexterity | 34 (base 27) |
Constitution | 42 (base 12) |
Magic | 106 (base 60) |
Willpower | 87 (base 66) |
Cunning | 77 (base 66) |
Resources
Life | -178/967 |
Mana | 173/1231 |
Healing Factor | 1.333988003127 |
Regeneration | 29.547834269262 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 11 |
Infravision | 1 |
See Invisible | 20 |
Offense: Mainhand
Damage | 59 |
Accuracy | 24 |
Crit Chance | 47% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Arcane | +46% |
Cold | +51% |
All | +19% |
Physical | +42% |
Darkness | +32% |
Light | +32% |
Temporal | +55% |
Mind | +44% |
Lightning | +115% |
Fire | +43% |
Nature | +31% |
Offense: Damage Penetration
Lightning | +25% |
Temporal | +37% |
Physical | +37% |
Arcane | +50% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 14 (35.65183292883%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 62 |
Mental Save | 47 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 65%( 70%) |
All | + 27%( 70%) |
Lightning | + 67%( 70%) |
Light | + 27%( 70%) |
Temporal | + 36%( 70%) |
Physical | + 29%( 70%) |
Mind | + 41%( 70%) |
Fire | + 51%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Teleport Resistance | 0% |
Silence Resistance | 52% |
Instadeath Resistance | 100% |
Confusion Resistance | 28% |
Stun Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 18% |
Blind Resistance | 15% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1852% for 10 turns (267 total) and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 485.35 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by giant spider. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2664. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Swampfear the pair of dwarven-steel boots (0 def, 4 armour) =32 silence, 15 oop= Swampfear the pair of dwarven-steel boots (0 def, 4 armour) =32 silence, 15 oop=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 58% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 nature Changes stats: +3 Str / +3 Con Changes resistances: +7% fire / +3% nature / +9% cold Changes damage: +12% nature Silence immunity: +32% Confusion immunity: +28% Stun/Freeze immunity: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Chorefang the dwarven lantern Chorefang the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Damage when hit (Melee): 6 arcane Changes stats: +2 Str / +7 Wil Changes damage: +12% temporal Critical mult.: +18.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +70.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Lightningspike (18 def, 0 armour) Lightningspike (18 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes resistances: +15% nature / +12% temporal Changes damage: +15% acid / +33% lightning / +15% cold / +12% arcane / +15% fire Spell save: +6 (+1 eff.) Mental save: +12 (+4 eff.) Disease immunity: +21% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Tool | voratun torque of clear mind 'Arcclamor' [power 4] (25 cooldown) voratun torque of clear mind 'Arcclamor' [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 8 lightning Changes resistances: +9% blight / +3% nature Physical save: +6 (+3 eff.) Spell save: +9 (+2 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 24% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. * Gain a 35% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun bloodstone ring voratun bloodstone ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+10 eff.) Damage when hit (Melee): 4 arcane Changes stats: +18 Str / +3 Wil / +20 Con Changes resistances: +19% mind Changes resistances penetration: +15% fire Changes damage: +19% mind Stun/Freeze immunity: +60% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Spellpower: +10 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
On fingers | Zubyrin ZubyrinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +12% blight / +34% cold / +15% nature / +2% physical Changes damage: +17% cold Poison immunity: +18% Disease immunity: +24% Silence immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +46% Life regen: +7.00 Healing mod.: +10% Rings make your fingers look great! |
Around waist | Adeta the Torchclamor Adeta the TorchclamorPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +7 Changes stats: +7 Wil Changes resistances: +8% acid / +14% fire / +8% lightning / +9% cold Changes damage: +6% mind Mental save: +14 (+5 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Maximum life: +79.00 It can be used to create a temporary shield that absorbs 275 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | dragonbone starstaff 'Flashkiller' (30-36 power, 6 apr, lightning element) dragonbone starstaff 'Flashkiller' (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Damage (Melee): 35 fire Changes stats: +2 Con Changes resistances: +6% lightning Changes damage: +36% lightning Talent granted: +1 Command Staff Critical mult.: +68.00% Physical save: +15 (+7 eff.) Stamina each turn: +1.00 Mana each turn: +0.26 Maximum mana: +85.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +19% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
On hands | Viperkin the voratun gauntlets (0 def, 3 armour) Viperkin the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 58% Damage when hit (Melee): 4 arcane Changes resistances penetration: +10% arcane Critical mult.: +10.00% Life regen: +14.90 Stamina each turn: +1.90 Psi each turn: +0.32 Maximum stamina: +20.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +12% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | elven-silk robe 'Brightstreaker' (0 def, 0 armour) elven-silk robe 'Brightstreaker' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun / +10 Mag Changes resistances: +40% lightning / +12% fire / +15% all Changes resistances penetration: +12% temporal / +12% physical Changes damage: +27% lightning / +23% physical / +24% temporal / +19% all Critical mult.: +10.00% Maximum hate: +4.00 Spellpower: +17 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Hellclamor' (3 def, 0 armour) elven-silk cloak 'Hellclamor' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 blight Changes stats: +7 Mag Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +9% fire Critical mult.: +46.88% Mana each turn: +0.12 Vim when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +158.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Damage Shield penetration: +31% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stralite amulet 'Tilin' stralite amulet 'Tilin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 13 light / 8 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 25% * 13% chance to blind Changes damage: +13% light / +13% darkness Critical mult.: +15.00% Spell save: +12 (+3 eff.) Mana each turn: +0.48 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 466%; cd 11)movement infusion (speed 466%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 388; 15 cd)regeneration infusion (heal 388; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion of the titan (res 28%; physical; dur 2; cd 13)wild infusion of the titan (res 28%; physical; 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: 13 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 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 26%; magical, physical; dur 2; cd 12) wild infusion of the titan (res 26%; magical, physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
ethereal rune of the psychic (power 25; resist 35%; move 37%; dur 5; cd 20) ethereal rune of the psychic (power 25; resist 35%; move 37%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 35% all resistance, you move 37% faster, and you are invisible (power 25). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 723; dur 7; cd 14) shielding rune of the psychic (absorb 723; dur 7; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 723 damage for 7 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. stormshield rune (threshold 40; blocks 3; dur 4; cd 17)stormshield rune (threshold 40; blocks 3; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 64; blocks 5; dur 4; cd 13) stormshield rune of the warrior (threshold 64; blocks 5; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 5 times. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Xanoma XanomaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +3% physical Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Movement speed: +10% Amulets make your neck look great! |
Poridaba the steel amulet Poridaba the steel amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +8 Dex / +4 Mag / +4 Cun / +3 Con Changes resistances: +3% temporal Changes damage: +4% darkness / +8% temporal / +5% light / +5% physical Life regen: +2.00 Stamina each turn: +0.30 Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Movement speed: +10% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 362 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (182). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+8 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 307.33 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Mardahek MardahekInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 45% * 20% chance to reduce all saves and defense by 31 Changes stats: +5 Con Changes resistances: +9% acid / +41% light / +57% darkness Physical save: +16 (+7 eff.) Blindness immunity: +86% Life regen: +6.00 Maximum life: +69.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. starseer's voratun amulet of manastreamingstarseer's voratun amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes damage: +6% darkness / +7% temporal / +6% light / +6% physical Mana each turn: +0.47 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +43.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. voratun amulet of the eclipsevoratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 13 light / 11 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 25% * 10% chance to blind Changes damage: +8% light / +9% darkness Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
savage's gold ring of pilfering savage's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+6 eff.) Armour penetration: +10 Defense: +7 (+2 eff.) Changes stats: +1 Con Spell save: +13 (+3 eff.) Maximum stamina: +10.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Silyrin the voratun ring Silyrin the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+8 eff.) Changes stats: +5 Str / +9 Dex / +11 Mag / +9 Cun Changes damage: +12% blight Spell save: +16 (+4 eff.) Disarm immunity: +45% Pinning immunity: +50% Knockback immunity: +44% Maximum life: +45.00 Light radius: +1 See invisible: +3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. SpiderripperSpiderripper Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 35 light Damage (Ranged): 30 light Changes stats: +15 Mag Changes resistances: +12% nature Changes resistances penetration: +20% darkness / +15% nature Changes damage: +18% light / +6% nature Spell save: +18 (+4 eff.) Stun/Freeze immunity: +45% Life regen: +9.00 Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+6 eff.) Changes stats: +8 Cun / +8 Mag Changes resistances: +15% nature / +3% light Changes damage: +6% mind / +3% nature / +7% all Silence immunity: +41% Mana each turn: +0.39 Spellpower: +26 (+5 eff.) Mindpower: +14 (+5 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level. Murkstrike (25-30 power, 5 apr, temporal element)Murkstrike (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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness Changes resistances penetration: +25% darkness / +25% blight Changes damage: +6% blight / +25% temporal / +40% darkness / +18% light Talent granted: +1 Command Staff Physical save: +11 (+5 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+5 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff 'Dimpanic' (25-30 power, 5 apr, fire element)elven-wood vilestaff 'Dimpanic' (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +5% arcane / +12% light Changes resistances penetration: +26% darkness Changes damage: +18% cold / +25% fire Talent granted: +1 Command Staff Critical mult.: +18.00% Disarm immunity: +21% Teleport immunity: +21% Life regen: +4.14 Spellpower: +12 (+2 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood starstaff of wizardry (25-30 power, 5 apr, temporal element)magelord's elven-wood starstaff of wizardry (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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 25 arcane Changes stats: +4 Mag / +4 Wil Changes damage: +25% temporal Talent granted: +1 Command Staff Maximum mana: +156.00 Spellpower: +28 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Chamysta the dragonbone starstaff (30-36 power, 6 apr, light element) =full oop= Chamysta the dragonbone starstaff (30-36 power, 6 apr, light element) =full oop=Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Changes stats: +6 Mag / +5 Wil / +6 Con Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +15% physical Changes damage: +30% light Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Maximum mana: +110.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +5% Defense after a teleport: +45 Resist all after a teleport: +49% New effects duration reduction after a teleport: +44% Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, lightning element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone magestaff of might (30-36 power, 6 apr, fire element)bloodlich's dragonbone magestaff of might (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +9 Cun / +10 Con Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% N.Energy each turn: +0.20 Vim when firing critical spell: +6.00 Maximum vim: +40.00 Maximum neg.energy: +30.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff of might (30-36 power, 6 apr, acid element)infernal dragonbone vilestaff of might (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 32 fire Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +35.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +14% See invisible: +18 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 dragonbone magestaff of invocation (30-36 power, 6 apr, lightning element)magewarrior's short dragonbone magestaff of invocation (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +9.0% Physical power: +13 (+5 eff.) Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +31 (+6 eff.) Spell crit. chance: +8% It can be used to conjure elemental energy in a radius 10 cone, dealing 58.96 to 70.76 lightning damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. stormbringer's stralite greatmaul of massacre (70-105 power, 3 apr)stormbringer's stralite greatmaul of massacre (70-105 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +35 lightning / +24 cold When wielded/worn: Changes resistances penetration: +19% lightning / +24% cold Movement speed: +52% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Isudhemina the Murkrot (63-101 power, 4 apr)Isudhemina the Murkrot (63-101 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 light / +20 blight Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +20 blight Damage against: +41% Undead When wielded/worn: Damage when hit (Melee): 6 nature / 8 blight Changes resistances: +12% nature / +15% blight Changes resistances penetration: +25% nature Changes damage: +12% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic voratun greatsword of massacre (78-124 power, 4 apr)caustic voratun greatsword of massacre (78-124 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.5 - 124.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +63 acid / +37 nature When wielded/worn: Armour penetration: +12 Changes resistances penetration: +21% acid / +33% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. inquisitor's iron longsword of massacre (16-22 power, 2 apr)inquisitor's iron longsword of massacre (16-22 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Deals 86 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel longsword of crippling (12-17 power, 3 apr)acidic steel longsword of crippling (12-17 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 When wielded/worn: Physical crit. chance: +7.0% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Blindworm' (43-60 power, 6 apr)voratun longsword 'Blindworm' (43-60 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to slow global speed by 58% On weapon crit: * Deals 86 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +19 (+10 eff.) Armour penetration: +15 Changes resistances: +3% lightning / +9% temporal / +3% light / +6% fire Changes resistances penetration: +5% darkness / +14% physical Changes damage: +3% darkness / +3% acid Spell save: +3 (+1 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Cyrilaith the Flamewire (36-50 power, 5 apr)Cyrilaith the Flamewire (36-50 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 30% chance to reduce all saves and defense by 31 Damage (Melee): +21 mind When wielded/worn: Effects on melee hit: * 21 arcane resource burn Changes stats: +3 Str / +12 Dex / +9 Wil / +10 Cun Changes resistances: +24% cold / +9% fire Changes resistances penetration: +26% fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun mace of ruin (44-62 power, 6 apr)plaguebringer's voratun mace of ruin (44-62 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +15 blight When wielded/worn: Armour penetration: +15 Physical crit. chance: +10.0% Critical mult.: +18.00% Disease immunity: +22% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. enhanced voratun waraxe (39-55 power, 6 apr)enhanced voratun waraxe (39-55 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +8 Dex / +7 Mag / +7 Wil / +13 Cun / +9 Con One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger (28-36 power, 9 apr)plaguebringer's stralite dagger (28-36 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +13 blight When wielded/worn: Disease immunity: +22% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing voratun dagger of crippling (37-48 power, 9 apr)arcing voratun dagger of crippling (37-48 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 129 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful voratun dagger of ruin (38-49 power, 9 apr)hateful voratun dagger of ruin (38-49 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +11% Living When wielded/worn: Armour penetration: +10 Physical crit. chance: +11.0% Critical mult.: +32.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger of corruption (36-47 power, 9 apr)plaguebringer's voratun dagger of corruption (36-47 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): +16 blight When wielded/worn: Disease immunity: +29% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun dagger of ruin (37-48 power, 9 apr)stormbringer's voratun dagger of ruin (37-48 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +29 lightning / +31 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Changes resistances penetration: +8% lightning / +24% cold Critical mult.: +21.00% Movement speed: +27% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Glynne' (40-53 power, 9 apr)voratun dagger 'Glynne' (40-53 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.5 - 52.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 129 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +30 cold When wielded/worn: Physical crit. chance: +15.0% Defense: +15 (+4 eff.) Changes stats: +2 Str Changes resistances: +3% physical Critical mult.: +5.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun dagger of phasing (38-49 power, 17 apr)warbringer's voratun dagger of phasing (38-49 power, 17 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +17 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +15% physical Disarm immunity: +24% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Frigidwrecker the living mindstar (30-34 power, 40 apr, mind damage)Frigidwrecker the living mindstar (30-34 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 30.5 - 33.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +12 cold When wielded/worn: Armour penetration: +2 Changes stats: +2 Str Changes resistances: +10% blight / +12% mind / +9% light / +9% acid Changes damage: +10% nature Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Yvinor (18-19 power, 40 apr, mind damage)Yvinor (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +36 (+9 eff.) Changes stats: +1 Str / +3 Mag / +2 Con Changes resistances: +14% nature Changes resistances penetration: +13% mind / +12% darkness / +9% nature Changes damage: +11% lightning / +16% physical / +21% darkness / +14% cold / +23% mind / +9% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Pinning immunity: +40% Maximum hate: +9.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Infravision radius: +3 See invisible: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. honing living mindstar of balance (18-19 power, 40 apr, mind damage)honing living mindstar of balance (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +4% physical Changes resistances penetration: +8% physical Changes damage: +2% physical Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+3 eff.) Equilibrium when hit: +1.20 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mighty drakeskin leather slingmighty drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 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 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +4 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of lightningsteady drakeskin leather sling of lightning 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): +25 lightning When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes damage: +16% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Glolratta the Fogwreath (18/18, 63-88 power, 14 apr)Glolratta the Fogwreath (18/18, 63-88 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 63.0 - 88.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +22.5% Capacity: 18 On weapon hit: * 21% chance to reduce damage dealt by 25% On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +21 arcane / +21 darkness Damage (radius 1) on hit: +21 darkness / +21 arcane Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. chilling quiver of elven-wood arrows (21/21, 44-62 power, 14 apr)chilling quiver of elven-wood arrows (21/21, 44-62 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 Damage (Ranged): +29 cold Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
This item will automatically be transmogrified when you leave the level. impervious stralite shield of winter (0 def, 16 armour, 218.5 block)impervious stralite shield of winter (0 def, 16 armour, 218.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +16 Fatigue: +8% On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Con / +4 Wil Changes resistances: +15% cold Talent granted: +1 Block Physical save: +12 (+6 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. living voratun shield of winter (0 def, 10 armour, 198 block)living voratun shield of winter (0 def, 10 armour, 198 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Wil Changes resistances: +12% blight / +12% cold / +15% nature Talent granted: +1 Block Maximum life: +78.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking voratun shield of crushing (0 def, 10 armour, 198.5 block)shocking voratun shield of crushing (0 def, 10 armour, 198.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+5 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 27 lightning Damage when hit (Melee): 16 lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. swashbuckler's voratun shield of physical resistance (+15%) (0 def, 10 armour, 195 block)swashbuckler's voratun shield of physical resistance (+15%) (0 def, 10 armour, 195 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +10 Fatigue: +8% Changes stats: +4 Str / +5 Dex Changes resistances: +15% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. tormentor's woollen robe of power (0 def, 0 armour)tormentor's woollen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% all Changes damage: +8% all Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Spellpower: +12 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 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 (+4 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. dispeller's elven-silk robe (0 def, 0 armour)dispeller's elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +8% darkness / +9% light / +9% blight / +12% fire / +10% cold / +15% all Physical save: +13 (+6 eff.) Spell save: +23 (+6 eff.) Mental save: +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of life (0 def, 0 armour) spellwoven elven-silk robe of life (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +12% blight / +15% all Spell save: +27 (+7 eff.) Life regen: +4.70 Maximum life: +75.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe (0 def, 0 armour)tormentor's elven-silk robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% all Critical mult.: +13.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's elven-silk robe of fire (+36%) (0 def, 0 armour)tormentor's elven-silk robe of fire (+36%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Cun Changes resistances: +15% all / +36% fire Changes damage: +24% fire Critical mult.: +19.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Eyal (12 def, 7 armour)reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Life regen: +6.00 Maximum life: +65.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued drakeskin leather armour (20 def, 8 armour)multi-hued drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +12% acid / +15% physical / +16% cold / +17% lightning / +12% fire Mindpower: +7 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour of delving (30 def, 8 armour)nimble drakeskin leather armour of delving (30 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+8 eff.) Fatigue: +8% Changes stats: +7 Str / +8 Dex Changes resistances: +15% darkness / +10% physical Light radius: +2 Movement speed: +20% 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 leather. |
This item will automatically be transmogrified when you leave the level. radiant drakeskin leather armour (20 def, 8 armour)radiant drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +23% blight / +26% darkness Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour (4 def, 8 armour)searing stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 16 acid / 16 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +17% acid / +20% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Furnacepiety (5 def, 10 armour)Furnacepiety (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Effects on melee hit: * 21% chance to reduce all saves and defense by 31 Changes stats: +10 Str / +7 Mag / +7 Cun Changes resistances: +20% darkness / +15% physical Changes resistances penetration: +25% mind / +26% fire Changes damage: +24% mind / +6% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 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. enlightening voratun mail armour (5 def, 10 armour)enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +6 Cun / +8 Wil Mental save: +20 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour of Eyal (5 def, 10 armour)enlightening voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +6 Cun / +7 Wil Mental save: +20 (+7 eff.) Life regen: +9.00 Maximum life: +55.00 Healing mod.: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fearforged voratun mail armour of implacability (5 def, 15 armour)fearforged voratun mail armour of implacability (5 def, 15 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: +15 Defense: +5 (+2 eff.) Fatigue: +18% Changes stats: +8 Con Changes resistances: +15% fire / -15% light / +15% darkness Physical save: +20 (+8 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of implacability (5 def, 17 armour)voratun mail armour of implacability (5 def, 17 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +4% Physical save: +10 (+5 eff.) A suit of armour made of mail. |
Zubossra ZubossraPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Dex / +4 Mag / +5 Wil / +4 Cun / +2 Con Damage against: +26% Summoned Reduced damage from: +20% Summoned Mana each turn: +0.21 Maximum mana: +20.00 Mindpower: +10 (+3 eff.) Infravision radius: +1 It can be used to create a temporary shield that absorbs 233 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Yvynn the cashmere cloak (2 def, 4 armour) Yvynn the cashmere cloak (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +18% blight Changes resistances penetration: +10% arcane / +20% mind Changes damage: +11% arcane Critical mult.: +21.00% Reduces incoming crit damage: 15.00% Blindness immunity: +20% Maximum mana: +62.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderwasp (24 def, 0 armour) Thunderwasp (24 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+16 eff.) Defense: +24 (+6 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 58% * 20% chance to reduce armor by 45% Damage when hit (Melee): 4 lightning Changes resistances: +3% blight / +30% fire / +23% light / +6% temporal Stealth bonus: +9 Physical save: +15 (+7 eff.) Maximum life: +58.00 Maximum stamina: +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Cloudsting' (0 def, 3 armour) =15 respen= pair of hardened leather boots 'Cloudsting' (0 def, 3 armour) =15 respen=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 light Changes resistances: +6% lightning / +7% fire / +12% light / +9% cold Changes resistances penetration: +15% lightning Maximum psi: +30.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +3% A pair of boots made of leather. |
pair of hardened leather boots 'Galetaint' (0 def, 3 armour) =25 silence= pair of hardened leather boots 'Galetaint' (0 def, 3 armour) =25 silence=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 4 blight Changes stats: +7 Mag Changes resistances: +6% blight / +9% lightning Changes damage: +6% blight Silence immunity: +25% Confusion immunity: +32% Stun/Freeze immunity: +31% Lowers spell cool-downs by: 20% A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour) =20 oop= Aetherwalk (6 def, 0 armour) =20 oop=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 259 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
This item will automatically be transmogrified when you leave the level. blightbringer's pair of drakeskin leather boots of speed (0 def, 5 armour)blightbringer's pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +7 Mag Changes damage: +10% acid / +9% blight Disease immunity: +43% Spellpower: +8 (+1 eff.) Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch pair of drakeskin leather boots of tirelessness (0 def, 5 armour)eldritch pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Mag / +4 Wil Stamina each turn: +1.20 Mana each turn: +0.41 Maximum mana: +43.00 Maximum stamina: +22.00 Spell crit. chance: +4% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour)blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +4% Stamina each turn: +0.70 Maximum stamina: +31.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots of speed (0 def, 5 armour)insulating pair of voratun boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +11% fire / +12% cold 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. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots of void walking (0 def, 5 armour)insulating pair of voratun boots of void walking (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +11% fire / +12% temporal / +19% darkness / +9% cold Changes resistances penetration: +19% darkness / +12% temporal Defense after a teleport: +19 Resist all after a teleport: +15% New effects duration reduction after a teleport: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Belyharasin' (0 def, 2 armour) =20 silence= hardened leather gloves 'Belyharasin' (0 def, 2 armour) =20 silence=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Dex Changes resistances: +6% blight / +9% temporal Mental save: +15 (+5 eff.) Silence immunity: +20% Pinning immunity: +20% Life regen: +6.00 Stamina each turn: +1.10 Maximum stamina: +19.00 See invisible: +12 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Mayariawe' (25 def, 14 armour) =25 def= hardened leather gloves 'Mayariawe' (25 def, 14 armour) =25 def=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +14 Defense: +25 (+7 eff.) Damage (Melee): 9 fire Changes resistances: +5% arcane / +7% fire Changes damage: +7% fire Reduces incoming crit damage: 10.00% Cut immunity: +20% Life regen: +4.00 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. heroic drakeskin leather gloves of regeneration (0 def, 9 armour)heroic drakeskin leather gloves of regeneration (0 def, 9 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Mental save: +11 (+4 eff.) Life regen: +3.00 Stamina each turn: +1.00 Psi each turn: +0.22 Maximum life: +68.00 When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets (0 def, 8 armour)heroic voratun gauntlets (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Mental save: +11 (+4 eff.) Maximum life: +48.00 When used to modify unarmed attacks: Base power: 40.0 - 56.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. stone warden's voratun gauntlets of archery (0 def, 20 armour)stone warden's voratun gauntlets of archery (0 def, 20 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Armour: +20 Armour Hardiness: +10% Fatigue: +5% Changes stats: +6 Dex / +7 Cun / +12 Con Changes resistances: +8% physical When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of butchering (0 def, 3 armour)voratun gauntlets of butchering (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +9 Physical power: +9 (+3 eff.) Armour: +3 Fatigue: +5% Changes resistances: +15% blight Spell save: +19 (+5 eff.) When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +26 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 17% chance to slow global speed by 58% * 20% chance to reduce armor by 45% Metal gloves protecting the hands up to the middle of the lower arm. |
Airrock the elven-silk wizard hat (3 def, 0 armour) Airrock the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes stats: +6 Mag / +13 Wil / +6 Cun Changes resistances: +12% lightning / +6% blight Changes resistances penetration: +15% blight / +20% lightning Changes damage: +13% acid / +21% lightning / +15% fire / +11% arcane / +15% cold Spellpower: +6 (+1 eff.) Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Ivana the Obsidiangash (0 def, 17 armour) =depths= Ivana the Obsidiangash (0 def, 17 armour) =depths=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +17 Fatigue: +3% Changes resistances: +15% lightning / +17% cold / +12% darkness Changes damage: +21% blight Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindcaging drakeskin leather cap of strength (+8) (0 def, 5 armour)mindcaging drakeskin leather cap of strength (+8) (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str Changes resistances: +15% mind Mental save: +13 (+5 eff.) Confusion immunity: +35% A cap made of leather. |
Hothad the Bogmortal (25 def, 4 armour) =25 def= Hothad the Bogmortal (25 def, 4 armour) =25 def=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +4 Defense: +25 (+7 eff.) Fatigue: +4% Changes stats: +9 Con Changes resistances: +9% nature Physical save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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 citrine 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. |
6 zircon 6 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. |
4 aquamarine 4 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 opal 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 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. |
8 onyx 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 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 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. |
11 garnet 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. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 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. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ruby 12 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. |
7 amber 7 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. |
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 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. |
4 diamond 4 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. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1545 alchemist agate 1545 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. |
76 alchemist bloodstone 76 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
soldier's voratun pickaxe (dig speed 12 turns) soldier's voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 817.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
iron torque of gale force 'Shocksear' [power 105] (15 cooldown) iron torque of gale force 'Shocksear' [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +3% lightning / +3% temporal / +3% light / +5% arcane / +3% nature Changes damage: +3% lightning It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 149 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Layowen' [power 150] (15 cooldown) steel torque of mindblast 'Layowen' [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% blight Spellpower: +15 (+3 eff.) It can be used to blast the opponent's mind dealing 216 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Wildvagrant the stralite torque of mindblast [power 370] (15 cooldown) Wildvagrant the stralite torque of mindblast [power 370] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 nature / 8 temporal Changes resistances: +12% lightning Changes resistances penetration: +15% nature / +10% temporal Changes damage: +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 533 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. stralite torque of clear mind 'Eclipsefist' [power 4] (25 cooldown)stralite torque of clear mind 'Eclipsefist' [power 4] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +15% acid / +5% arcane / +15% light Changes resistances penetration: +25% darkness Critical mult.: +15.00% Confusion immunity: +21% Stun/Freeze immunity: +21% Spellpower: +10 (+2 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xanumina the voratun torque of psionic shield [power 151] (25 cooldown) Xanumina the voratun torque of psionic shield [power 151] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 45% Changes stats: +2 Dex / +1 Mag / +2 Wil / +5 Con Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 151 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 101. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of stinging [power 290] (19 cooldown) overpowered ash totem of stinging [power 290] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 380 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
Dazzlepunish the yew totem of healing [power 320] (15 cooldown) Dazzlepunish the yew totem of healing [power 320] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +15% light Changes damage: +15% blight / +21% arcane Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+3 eff.) Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Eronaritir [power 365] (25 cooldown) Eronaritir [power 365] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Str / +3 Wil / +7 Con Changes resistances: +12% mind Changes damage: +15% blight See invisible: +15 It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1016 Base Damage: 445 Armor: 40 All Resist: 40 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle 'Airvein' [power 280] (25 cooldown) elven-wood totem of summon tentacle 'Airvein' [power 280] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes resistances: +6% lightning / +9% blight Changes damage: +9% blight It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 729 Base Damage: 292 Armor: 26 All Resist: 32 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. powerful dragonbone totem of thorny skin [power 65] (20 cooldown)powerful dragonbone totem of thorny skin [power 65] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of conjuration 'Eilinulle' [power 175] (15 cooldown) ash wand of conjuration 'Eilinulle' [power 175] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +9% acid / +15% temporal Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Healing mod.: +20% It can be used to fire a magical bolt dealing 376 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tidespire the yew wand of clairvoyance [power 12] (15 cooldown) Tidespire the yew wand of clairvoyance [power 12] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +7 Wil Changes resistances: +12% mind / +15% cold Changes damage: +6% mind / +9% cold Light radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 12, power 89 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Earechak [power 356] (20 cooldown) Earechak [power 356] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Armour: +6 Changes stats: +1 Str / +1 Dex / +3 Con Changes damage: +6% physical Stamina each turn: +1.00 It can be used to create a shield absorbing up to 356 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. piercing dragonbone wand of lightning storm [power 488] (15 cooldown)piercing dragonbone wand of lightning storm [power 488] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 209 lightning damage and will be dazed for 1 turn (1049 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged dragonbone wand of lightning storm [power 626] (18 cooldown) supercharged dragonbone wand of lightning storm [power 626] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 269 lightning damage and will be dazed for 1 turn (1345 total damage) Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Daeted the Higher Archmage level 17
79th Dusk 122nd year of Ascendancy at 10:33 see stats
By Daeted the Higher Archmage level 39
55th Pyre 123rd year of Ascendancy at 07:39 see stats
By Daeted the Higher Archmage level 38
45th Pyre 123rd year of Ascendancy at 07:56 see stats
By Daeted the Higher Archmage level 44
6th Flare 123rd year of Ascendancy at 06:06 see stats
By Daeted the Higher Archmage level 50
54th Haze 123rd year of Ascendancy at 06:21 see stats
By Daeted the Higher Archmage level 42
2nd Flare 123rd year of Ascendancy at 07:08 see stats
By Daeted the Higher Archmage level 11
13rd Dusk 122nd year of Ascendancy at 11:50 see stats
By Daeted the Higher Archmage level 41
66th Pyre 123rd year of Ascendancy at 17:19 see stats
By Daeted the Higher Archmage level 34
38th Pyre 123rd year of Ascendancy at 13:03 see stats
By Daeted the Higher Archmage level 24
64th Haze 122nd year of Ascendancy at 02:21 see stats
By Daeted the Higher Archmage level 24
63rd Haze 122nd year of Ascendancy at 23:49 see stats
By Daeted the Higher Archmage level 49
16th Haze 123rd year of Ascendancy at 18:20 see stats
By Daeted the Higher Archmage level 32
6th Pyre 123rd year of Ascendancy at 14:12 see stats
By Daeted the Higher Archmage level 31
8th Allure 123rd year of Ascendancy at 00:32 see stats
By Daeted the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 06:09 see stats
By Daeted the Higher Archmage level 20
11st Haze 122nd year of Ascendancy at 09:28 see stats
By Daeted the Higher Archmage level 30
76th Haze 122nd year of Ascendancy at 15:01 see stats
By Daeted the Higher Archmage level 40
63rd Pyre 123rd year of Ascendancy at 09:24 see stats
By Daeted the Higher Archmage level 50
30th Haze 123rd year of Ascendancy at 20:09 see stats
By Daeted the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 12:07 see stats
By Daeted the Higher Archmage level 35
39th Pyre 123rd year of Ascendancy at 09:29 see stats
By Daeted the Higher Archmage level 20
40th Haze 122nd year of Ascendancy at 09:41 see stats
By Daeted the Higher Archmage level 42
1st Summertide 123rd year of Ascendancy at 19:04 see stats
By Daeted the Higher Archmage level 10
3rd Mirth 122nd year of Ascendancy at 02:41 see stats
By Daeted the Higher Archmage level 50
10th Allure 124th year of Ascendancy at 02:06 see stats
By Daeted the Higher Archmage level 46
32nd Dusk 123rd year of Ascendancy at 11:35 see stats
By Daeted the Higher Archmage level 46
39th Dusk 123rd year of Ascendancy at 13:25 see stats
By Daeted the Higher Archmage level 22
47th Haze 122nd year of Ascendancy at 01:46 see stats
By Daeted the Higher Archmage level 17
66th Dusk 122nd year of Ascendancy at 05:44 see stats
By Daeted the Higher Archmage level 37
44th Pyre 123rd year of Ascendancy at 06:09 see stats
Log
Daeted uses Infusion: Wild.
Daeted lessens the pain.
Daeted picks up (F.): Murkstrike (25-30 power, 5 apr, temporal element).
Daeted picks up (Z.): plaguebringer's voratun dagger of corruption (36-47 power, 9 apr).
Vorasevea the orc assassin's black hole pulls Daeted in!
Vorasevea the orc assassin's black hole hits Daeted for (111 absorbed), (111 mana), 0 temporal, (130 absorbed), (130 mana), 0 darkness (0 total damage).
Daeted deactivates Disruption Shield.
Daeted's disruption shield collapses and then explodes in a powerful manastorm!
Daeted's spell attains critical power!
Daeted regains their strength.
Entropic Gift from Vorasevea the orc assassin hits Daeted for (197 absorbed), (197 mana), 0 temporal, (401 absorbed), (401 mana), 0 darkness (0 total damage).
Vorasevea the orc assassin's black hole pulls Daeted in!
Vorasevea the orc assassin's black hole hits Daeted for 110 temporal, 131 darkness (241 total damage).
The protective shield of Daeted disappears.
Talent Lightning is ready to use.
Talent Born into Magic is ready to use.
Entropic Gift from Vorasevea the orc assassin hits Daeted for 199 temporal, 233 darkness (432 total damage).
Vorasevea the orc assassin's black hole pulls Daeted in!
Daeted casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Vorasevea the orc assassin's black hole hits Daeted for 111 temporal, 130 darkness (241 total damage).
Daeted feels pain again.
Entropic Gift from Vorasevea the orc assassin hits Daeted for 199 temporal, 235 darkness (434 total damage).
Daeted the level 50 higher archmage was darkened to death by Vorasevea the orc assassin on level 1 of Vor Pride.
The furious lightning storm around Daeted calms down and disappears.