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 | Male |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 33 / 7% |
Size | medium |
Lifes / Deaths | Killed by Xanorin the multi-hued drake hatchling at level 33 on the 40th Pyre 123rd year of Ascendancy at 12:57 / 1 |
Primary Stats
Strength | 34 (base 30) |
Dexterity | 55 (base 48) |
Constitution | 13 (base 10) |
Magic | 64 (base 60) |
Willpower | 18 (base 10) |
Cunning | 23 (base 10) |
Resources
Mana | 373/393 |
Vim | 228/228 |
Life | -73/980 |
Positive | 86/146 |
Stamina | 213/216 |
Healing Factor | 1.5783363011315 |
Regeneration | 49.638676670586 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 6 |
See Invisible | 8 |
Offense: Mainhand
Damage | 82 |
Accuracy | 54 |
Crit Chance | 20% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +61% |
Blight | +4% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Light | +47% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (44.574340358689%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 27 |
Mental Save | 39 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 27%( 70%) |
All | + 16%( 70%) |
Lightning | + 35%( 70%) |
Light | + 54%( 70%) |
Physical | + 26%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 27%( 70%) |
Mind | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Silence Resistance | 20% |
Bleed Resistance | 0% |
Confusion Resistance | 20% |
Stun Resistance | 70% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 75% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 200.80 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
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 420 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 failed to protect the lone alchemist from death by Layoyamina the snow giant thunderer. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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: 130. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed green worm. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within7 lumberjacks have died. | 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 | pair of rough leather boots 'Ureraruilar' (0 def, 1 armour) pair of rough leather boots 'Ureraruilar' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Cun / +2 Wil Changes resistances: +6% lightning Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +10% Pinning immunity: +10% Life regen: +4.00 Only die when reaching: -60.00 life A pair of boots made of leather. |
Light source | Barumathel the brass lantern Barumathel the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +30 (+7 eff.) Changes stats: +1 Dex Changes resistances: +6% cold Maximum life: +20.00 Light radius: +6 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Isevena (30 def, 1 armour) =30 def= Isevena (30 def, 1 armour) =30 def=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Armour: +1 Defense: +30 (+7 eff.) Fatigue: +1% Changes stats: +1 Str / +3 Dex / +3 Cun Changes resistances: +1% physical A cap made of leather. |
On hands | voratun gauntlets 'Thundertorrent' (0 def, 3 armour) voratun gauntlets 'Thundertorrent' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage (Melee): 5 blight Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +8% blight / +9% lightning Changes damage: +4% blight Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+5 eff.) Mana each turn: +0.22 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +9 arcane Damage (radius 2) on crit: +5 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | piercing yew wand of clairvoyance [power 11] (15 cooldown) piercing yew wand of clairvoyance [power 11] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold quartz ring gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +11.00 Maximum life: +50.00 Healing mod.: +15% Rings make your fingers look great! |
On fingers | stralite quartz ring stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +77.00 Healing mod.: +12% Rings make your fingers look great! |
Around neck | vitalizing steel amulet of vision vitalizing steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+4 eff.) Blindness immunity: +14% Life regen: +3.00 Maximum life: +31.00 Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
In main hand | Zeromarath the dragonbone starstaff (38-46 power, 6 apr, light element) Zeromarath the dragonbone starstaff (38-46 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 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: +2 Mag / +5 Wil Changes damage: +38% light Talent granted: +1 Command Staff Mana each turn: +0.19 Maximum mana: +61.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +18% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Galulin the rough leather belt Galulin the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% Changes resistances: +6% acid / +3% darkness Silence immunity: +20% Stun/Freeze immunity: +10% Maximum life: +31.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
In off hand | windwalling steel shield of the stars (0 def, 4 armour, 15-18 power, 44 block) windwalling steel shield of the stars (0 def, 4 armour, 15-18 power, 44 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (Melee): +11 physical / +10 light / +11 darkness When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +2 Mag / +1 Wil / +1 Cun Changes resistances: +11% physical / +10% light / +10% darkness Changes damage: +13% light / +12% darkness Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +10 Handheld deflection devices. |
Cloak | Beriralin (27 def, 8 armour) Beriralin (27 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +27 (+6 eff.) Changes stats: +3 Cun Changes resistances: +7% acid / +7% cold / +6% mind / +13% fire / +5% arcane / +7% lightning Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven silk robe of life (0 def, 0 armour) mindwoven silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +12% blight / +13% all Mental save: +22 (+7 eff.) Life regen: +3.20 Maximum life: +59.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +5% Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -343; dur 7; cd 34)heroism infusion (die at -343; dur 7; cd 34) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -343 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 686 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -369; dur 7; cd 32) heroism infusion of the wizard (die at -369; dur 7; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -369 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 738 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 505%; cd 8) movement infusion of the warrior (speed 505%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 28%; mental, physical; dur 3; cd 13) wild infusion of the wizard (res 28%; mental, physical; dur 3; 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 mental and physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (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. 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. |
acid wave rune of the wizard (damage 202; dur 4; cd 21) acid wave rune of the wizard (damage 202; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 201.80 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. 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. Press to compare to your current inscriptions |
biting gale rune of the duelist (damage 151; dur 4; cd 18) biting gale rune of the duelist (damage 151; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 151.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 18; resist 21%; move 33%; dur 5; cd 17) ethereal rune of the warrior (power 18; resist 21%; move 33%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 33% faster, and you are invisible (power 18). 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. |
shatter afflictions rune of the wizard (absorb 100; cd 19) shatter afflictions rune of the wizard (absorb 100; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 394; dur 5; cd 18) shielding rune of the wizard (absorb 394; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 394 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Nerutha the Bleakblood =10 oop= Nerutha the Bleakblood =10 oop=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce damage dealt by 16% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% darkness Changes damage: +6% blight / +9% temporal Talent mastery: +0.22 Celestial / Guardian Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. SleetspawnSleetspawn Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +3% blight / +29% mind / +12% lightning Changes damage: +12% cold Disease immunity: +20% Confusion immunity: +31% Life regen: +2.00 Amulets make your neck look great! |
Snowsear SnowsearInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to slow global speed by 44% Damage when hit (Melee): 4 cold Changes stats: +5 Dex / +4 Cun / +6 Con Changes resistances: +10% darkness / +6% nature / +10% light Blindness immunity: +25% Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Armikhad the steel ring Armikhad the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -4% Changes stats: +4 Str / +6 Con Changes resistances: +6% lightning / +3% cold / +6% nature Maximum encumbrance: +24 Mental save: +6 (+2 eff.) Confusion immunity: +26% Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 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. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
rogue's steel ring of frost (+22%) rogue's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
steel ring 'Toxin's kiss' steel ring 'Toxin's kiss'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 19 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 19 Damage (Ranged): 17 physical Changes stats: +3 Cun Changes resistances: +3% temporal Changes resistances penetration: +10% nature Disarm immunity: +21% Pinning immunity: +21% Stun/Freeze immunity: +20% Knockback immunity: +25% Life regen: +2.00 Hate when firing a critical mind attack: +1.00 Maximum life: +20.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. GlintgrinderGlintgrinder Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% acid / +21% fire / +9% light / +6% darkness Changes resistances penetration: +15% light Changes damage: +13% acid / +9% fire / +15% darkness Light radius: +3 Rings make your fingers look great! |
gold quartz ring gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +9 (+2 eff.) Stun/Freeze immunity: +30% Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +8 (+2 eff.) 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 (-4 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. |
This item will automatically be transmogrified when you leave the level. Beudunamnir the Moldspire (20-24 power, 3 apr, darkness element)Beudunamnir the Moldspire (20-24 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances penetration: +15% lightning / +20% nature Changes damage: +6% lightning / +27% darkness / +15% nature Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Xyldavena the Obsidianbliss (15-18 power, 3 apr, darkness element)Xyldavena the Obsidianbliss (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.20 Equilibrium when hit: +0.20 Maximum mana: +56.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mindpower: +25 (+12 eff.) Reduces paradox anomalies(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal ash starstaff of invocation (15-18 power, 3 apr, temporal element)infernal ash starstaff of invocation (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+5 eff.) Spell crit. chance: +2% See invisible: +6 It can be used to conjure elemental energy in a radius 4 cone, dealing 60.86 to 73.04 temporal 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. yew magestaff 'Giluroddazor' (20-24 power, 4 apr, fire element)yew magestaff 'Giluroddazor' (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Changes resistances: +6% cold Changes resistances penetration: +20% mind Changes damage: +20% fire Talent granted: +1 Command Staff Disease immunity: +20% Knockback immunity: +20% Maximum psi: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 124.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of illumination (25-30 power, 5 apr, physical element)cruel elven-wood starstaff of illumination (25-30 power, 5 apr, physical element) Requires: - Magic 35 Infused by nature 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: +9 (+2 eff.) Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +13% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 124.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Ragumadil the dwarven-steel battleaxe (31-46 power, 2 apr)Ragumadil the dwarven-steel battleaxe (31-46 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +14 nature Damage (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +16 (+5 eff.) Physical crit. chance: +2.0% Physical power: +20 (+7 eff.) Changes stats: +16 Str / +13 Dex / +7 Mag / +10 Wil / +13 Cun / +9 Con Changes damage: +16% physical Spell save: +12 (+6 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Aduma the Dimquill (16-22 power, 3 apr)Aduma the Dimquill (16-22 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +6 Cun Changes damage: +24% darkness Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Phlegmtyphoon the steel dagger (12-16 power, 6 apr)Phlegmtyphoon the steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +8% Living When wielded/worn: Changes stats: +4 Wil Changes damage: +6% arcane / +6% nature Critical mult.: +10.00% Equilibrium when hit: +0.08 Mindpower: +30 (+14 eff.) Mental crit. chance: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of corruption (30-39 power, 9 apr)stralite dagger of corruption (30-39 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 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: Curse of Defenselessness (20% chance level 4). Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite dagger of shearing (30-40 power, 9 apr)truestriking stralite dagger of shearing (30-40 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 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 wielded/worn: Accuracy: +29 (+8 eff.) Armour penetration: +18 Changes resistances penetration: +13% physical / +11% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hardened leather sling 'Cyrissra'hardened leather sling 'Cyrissra' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 acid Damage (radius 2) on crit: +20 acid When wielded/worn: Physical power: +10 (+3 eff.) Effects on ranged hit: * 20% chance to reduce armor by 35% Changes stats: +3 Str Psi when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steel shield 'Hailhunter' (0 def, 4 armour, 14-17 power, 42 block)steel shield 'Hailhunter' (0 def, 4 armour, 14-17 power, 42 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (radius 1) on hit: +8 cold When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +12% blight / +20% fire / +15% cold Changes resistances penetration: +25% cold Changes damage: +15% cold / +15% temporal Talent granted: +1 Block Handheld deflection devices. |
stralite shield of resistance (0 def, 8 armour, 54-64 power, 138.5 block) stralite shield of resistance (0 def, 8 armour, 54-64 power, 138.5 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.5 - 64.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +9% acid / +9% fire / +6% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
linen robe 'Ulanarikan' (0 def, 0 armour) =pajamas= linen robe 'Ulanarikan' (0 def, 0 armour) =pajamas=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% darkness / +3% cold / +14% mind / +7% all Physical save: +11 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +24 (+8 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Glorevena the Brandbreeze (0 def, 0 armour)Glorevena the Brandbreeze (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +3 Mag / +3 Wil / +3 Con Changes resistances: +24% fire / +9% all Changes damage: +37% fire Reduces incoming crit damage: 15.00% Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's silk robe of Linaniil (0 def, 0 armour)dreamer's silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% darkness / +13% mind / +13% all Physical save: +14 (+7 eff.) Spell save: +10 (+5 eff.) Mental save: +20 (+7 eff.) Mana each turn: +0.20 Maximum mana: +62.00 Spellpower: +23 (+7 eff.) Spell crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Kilnwisp (6 def, 4 armour)Kilnwisp (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 6 mind / 2 arcane Changes resistances: +19% temporal Changes resistances penetration: +5% fire Critical mult.: +20.00% Hate when firing a critical mind attack: +4.00 Mindpower: +15 (+7 eff.) Mental crit. chance: +5% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Spinal Cage (5 def, 8 armour)Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 58.45 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour of delving (18 def, 7 armour)marauder's reinforced leather armour of delving (18 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +18 (+4 eff.) Fatigue: +8% Changes stats: +14 Str / +3 Dex Changes resistances: +13% darkness / +10% physical Physical save: +6 (+3 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 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. Falablek the Brandwilter (3 def, 8 armour)Falablek the Brandwilter (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire / 8 temporal Changes resistances: +7% arcane / +12% temporal Changes damage: +6% temporal Spell save: +19 (+9 eff.) A suit of armour made of mail. |
Fulukhad the Glittersting =8 str= Fulukhad the Glittersting =8 str=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Str / +7 Dex / +5 Mag / +2 Wil / +6 Cun Changes resistances: +5% arcane / +6% light Physical save: +12 (+6 eff.) Spell save: +14 (+7 eff.) Mental save: +13 (+4 eff.) A belt that goes around your waist. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethytira (25 def, 3 armour) =25 def= Bethytira (25 def, 3 armour) =25 def=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +25 (+6 eff.) Changes stats: +2 Con / +1 Wil Mana when firing critical spell: +2.00 Spellpower: +10 (+3 eff.) A pair of boots made of leather. |
Isobeth the pair of rough leather boots (0 def, 3 armour) =20 stun= Isobeth the pair of rough leather boots (0 def, 3 armour) =20 stun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +3% mind / +6% fire Confusion immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +3.00 Infravision radius: +2 Healing mod.: +15% A pair of boots made of leather. |
Glokira (0 def, 3 armour) =oop= Glokira (0 def, 3 armour) =oop=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +5 Dex / +1 Wil / +8 Lck Changes resistances: +16% darkness / +10% temporal Changes resistances penetration: +13% darkness / +12% temporal Stealth bonus: +8 Maximum encumbrance: +29 Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +4.00 Maximum mana: +20.00 Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of strife (0 def, 3 armour)pair of hardened leather boots of strife (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +3 Wil Changes resistances penetration: +5% physical Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Hellstar (0 def, 2 armour)Hellstar (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 8 blight Changes stats: +4 Mag Changes resistances: +5% arcane / +18% fire Changes resistances penetration: +15% blight / +25% fire Changes damage: +10% arcane When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 arcane Damage (radius 2) on crit: +10 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Alikan' (0 def, 8 armour) =10 oop= hardened leather gloves 'Alikan' (0 def, 8 armour) =10 oop=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +8 Damage when hit (Melee): 6 acid Changes stats: +4 Dex Changes resistances: +6% darkness / +3% temporal Reduces incoming crit damage: 15.00% Teleport immunity: +20% Maximum life: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap of the depths (0 def, 1 armour) =depths= grounding rough leather cap of the depths (0 def, 1 armour) =depths=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +7% cold / +7% temporal Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Amyleg the Healhack (0 def, 3 armour)Amyleg the Healhack (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +9% blight / +19% darkness / +18% nature / +12% mind Changes resistances penetration: +15% mind Changes damage: +12% nature / +6% mind Infravision radius: +5 A cap made of leather. |
Heatbringer (0 def, 4 armour) Heatbringer (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 8 acid Changes resistances: +7% nature / +12% fire Changes damage: +15% fire Spell save: +7 (+3 eff.) Maximum life: +59.00 Healing mod.: +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Khelorak the dwarven-steel helm (0 def, 4 armour)Khelorak the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Physical power: +15 (+5 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Dex / +4 Wil Physical save: +23 (+12 eff.) Mana each turn: +0.12 Damage Shield penetration: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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. |
zircon 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. |
2 opal 2 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 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. |
7 quartz 7 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. |
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. |
577 alchemist agate 577 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. scorching alchemist's lamp of corpselightscorching alchemist's lamp of corpselight Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +9% blight / +7% fire / +8% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, 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: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 25 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe 'Elewyn' (dig speed 19 turns) iron pickaxe 'Elewyn' (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +5 (+1 eff.) Changes stats: +1 Str / +1 Dex / +3 Con Changes damage: +6% fire / +6% mind / +6% physical Mental save: +6 (+2 eff.) Stamina each turn: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Hailwither the steel torque of clear mind [power 2] (25 cooldown) Hailwither the steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +15% cold Changes damage: +18% mind / +6% cold Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +50.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Unrerin' [power 206] (15 cooldown) ash totem of stinging 'Unrerin' [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal / +2% physical Changes resistances penetration: +20% arcane Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 It can be used to sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of healing [power 182] (15 cooldown) focusing ash totem of healing [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Frozenspiker [power 41] (20 cooldown)Frozenspiker [power 41] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid / 10 cold Changes resistances: +6% acid / +6% blight Changes resistances penetration: +20% blight / +10% cold Changes damage: +18% blight It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 59. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Ravenwar the yew totem of healing [power 272] (15 cooldown)Ravenwar the yew totem of healing [power 272] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +7 Str / +2 Dex / +2 Con Changes resistances penetration: +25% darkness / +25% mind Changes damage: +6% darkness Mindpower: +10 (+5 eff.) See invisible: +6 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm 'Glowsage' [power 128] (15 cooldown) elm wand of lightning storm 'Glowsage' [power 128] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +3% acid / +12% mind / +6% light Changes resistances penetration: +10% mind Changes damage: +9% light Light radius: +1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. Ivadatha the Arcvenom [power 212] (15 cooldown)Ivadatha the Arcvenom [power 212] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +20 (+5 eff.) Changes stats: +5 Dex Changes resistances: +9% lightning Changes damage: +18% lightning Critical mult.: +10.00% Only die when reaching: -60.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (212 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of shielding [power 230] (20 cooldown) powerful yew wand of shielding [power 230] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Sunny the Cornac Sun Paladin level 10
3rd Dusk 122nd year of Ascendancy at 08:42 see stats
By Sunny the Cornac Sun Paladin level 24
71st Haze 122nd year of Ascendancy at 21:19 see stats
By Sunny the Cornac Sun Paladin level 31
35th Regrowth 123rd year of Ascendancy at 04:00 see stats
By Sunny the Cornac Sun Paladin level 27
5th Decay 122nd year of Ascendancy at 09:50 see stats
By Sunny the Cornac Sun Paladin level 28
5th Allure 123rd year of Ascendancy at 09:31 see stats
By Sunny the Cornac Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 21:55 see stats
By Sunny the Cornac Sun Paladin level 20
15th Haze 122nd year of Ascendancy at 18:01 see stats
By Sunny the Cornac Sun Paladin level 30
17th Regrowth 123rd year of Ascendancy at 23:55 see stats
By Sunny the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 21:13 see stats
By Sunny the Cornac Sun Paladin level 32
74th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Sunny the Cornac Sun Paladin level 32
74th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Sunny the Cornac Sun Paladin level 24
72nd Haze 122nd year of Ascendancy at 08:08 see stats
By Sunny the Cornac Sun Paladin level 13
61st Dusk 122nd year of Ascendancy at 11:41 see stats
By Sunny the Cornac Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 13:25 see stats
By Sunny the Cornac Sun Paladin level 24
71st Haze 122nd year of Ascendancy at 05:36 see stats
By Sunny the Cornac Sun Paladin level 32
74th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Sunny the Cornac Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 18:18 see stats
By Sunny the Cornac Sun Paladin level 25
74th Haze 122nd year of Ascendancy at 13:20 see stats
By Sunny the Cornac Sun Paladin level 30
19th Regrowth 123rd year of Ascendancy at 19:07 see stats
By Sunny the Cornac Sun Paladin level 17
8th Haze 122nd year of Ascendancy at 02:06 see stats
Log
Searing Sight hits Multi-hued drake hatchling for 48 light damage.
Searing Sight hits Xanorin the multi-hued drake hatchling for 43 light damage.
A shield forms around multi-hued drake.
A shield forms around Xanorin the multi-hued drake hatchling.
A shield forms around Sunny.
Searing Sight killed Multi-hued drake hatchling!
Multi-hued drake receives 41 healing from Sunny's healing light area effect.
Xanorin the multi-hued drake hatchling receives 49 healing from Sunny's healing light area effect.
Sunny receives 54 healing from Sunny's healing light area effect.
Xanorin the multi-hued drake hatchling uses Fan of Knives.
Xanorin the multi-hued drake hatchling's Fan of Knives performs a melee critical strike against Sunny!
Your shield crumbles under the damage!
The shield around Sunny crumbles.
Sunny's spell attains critical power!
Sunny is filled with the Sun's fury!
Sunny resists the terror!
Xanorin the multi-hued drake hatchling's Fan of Knives performs a melee critical strike against Sunny!
The shield around Xanorin the multi-hued drake hatchling crumbles.
Sunny resists the terror!
Xanorin the multi-hued drake hatchling's Fan of Knives performs a melee critical strike against Sunny!
Sunny is dazed!
Xanorin the multi-hued drake hatchling's Fan of Knives performs a melee critical strike against Sunny!
Sunny is not dazed anymore.
Melee retaliation hits Xanorin the multi-hued drake hatchling for (19 absorbed), 0 light, (4 absorbed), 0 light, (2 absorbed), 0 lightning, (23 absorbed), 0 light, (0 absorbed), 4 light, 2 lightning, 23 light, 4 light, 2 lightning, 23 light, 4 light, 2 lightning (64 total damage).
Shield of Light hits Sunny for 21 healing, 21 healing, 21 healing, 21 healing (0 total damage) [83 healing].
Xanorin the multi-hued drake hatchling's Fan of Knives hits Sunny for (54 absorbed), 85 physical (85 total damage).
Xanorin the multi-hued drake hatchling's Fan of Knives hits Sunny for 135 physical damage.
Xanorin the multi-hued drake hatchling's Fan of Knives hits Sunny for 169 physical damage.
Xanorin the multi-hued drake hatchling's Fan of Knives hits Sunny for 183 physical damage.
Sunny the level 33 cornac sun paladin was mauled to death by Xanorin the multi-hued drake hatchling on level 1 of Intimidating Cave.