








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 34 / 44% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 30 (base 14) |
| Dexterity | 20 (base 14) |
| Constitution | 35 (base 22) |
| Magic | 70 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 45.6 (base 39) |
Resources
| Life | 660/660 |
| Positive | 58/149 |
| Insanity | 0/100 |
| Healing Factor | 2.1829268292684 |
| Regeneration | 31.979878048782 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -6.8167693711985E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 30 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +18% |
| Lightning | +6% |
| Light | +18% |
| Temporal | +25% |
| Darkness | +48% |
| Physical | +11% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Darkness | +35% |
| Mind | +20% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 53.659386747067 (44.670658682635%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 33 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 9%( 70%) |
| Lightning | + 7%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 450 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 311 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Revelation |
| talent | Atrophy |
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+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 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 ice dragon that dwelled there. | done |
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 Possessed. | 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. | 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed naga tongue. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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 ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. * You've found the needed red crystal shard. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Ividheriawyn the Moldkiller (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes resistances: +6% blight / +9% fire / +15% acid Changes damage: +6% nature Spell save: +6 (+3 eff.) Life regen: +2.60 Healing mod.: +18% A pair of boots made of leather. |
| On hands | Darksaw (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 10 lightning / 11 cold Damage when hit (Melee): 8 physical Changes resistances: +7% lightning / +7% cold / +9% darkness Changes damage: +6% lightning / +5% cold Mental save: +8 (+4 eff.) Life regen: +0.40 Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | cashmere wizard hat 'Poreda' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +5% physical / +5% darkness / +18% light Changes damage: +11% physical / +8% darkness / +12% light Grants telepathy: Dragon Spell save: +9 (+4 eff.) Mana when firing critical spell: +1.00 Maximum hate: +8.00 Spell crit. chance: +4% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
| Tool | Rotwake the dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +12 Damage when hit (Melee): 8 nature Changes stats: +2 Str Changes resistances: +7% darkness / +8% fire Only die when reaching: -60.00 life Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Drudur the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+6 eff.) Armour penetration: +10 Physical power: +9 (+4 eff.) Defense: +11 (+5 eff.) Changes stats: +7 Str / +6 Mag / +6 Wil / +7 Con Changes resistances: +9% temporal Changes resistances penetration: +20% mind Changes damage: +9% temporal Spellpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | SootbreezeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +5 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 temporal Changes stats: +7 Str / +6 Dex / +5 Cun / +6 Con Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
| Around neck | gold amulet 'Morbusfiend'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Armour: +6 Fatigue: -6% Changes resistances penetration: +15% nature Life regen: +2.60 Healing mod.: +40% Amulets can have magical properties. |
| Main armor | cured leather armour 'Beubar' (2 def, 11 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +9% acid / +10% fire / +12% physical Changes damage: +6% temporal Life regen: +8.80 Stamina each turn: +0.60 Maximum life: +38.00 Healing mod.: +12% A suit of armour made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +5 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. |
| Cloak | Demonvein the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Changes damage: +6% light / +30% darkness Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 202)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+10 for 8 turns, die at -315)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 8 turns. While Heroism is active, you will only die when reaching -315 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+15 for 9 turns, die at -450)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -450 life. It will always increase your three highest stats. 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 ability. |
This item will automatically be transmogrified when you leave the level.movement infusion of the titan (534% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 346 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 357 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion of the wizard (rad 7; power 54; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 54) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune (132 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 132.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect 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 ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 9; power 26; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 8; power 22; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.vision rune of the duelist (radius 11; dur 12; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 20) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any undead around. 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 ability. |
EilinubaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Con Changes resistances: +3% acid / +6% blight Changes resistances penetration: +5% acid Talent mastery: +0.20 Demented / Nether Physical save: +9 (+5 eff.) Life regen: +1.60 Maximum life: +39.00 Amulets can have magical properties. |
Glimmerknight the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Con Changes damage: +6% light Physical save: +11 (+6 eff.) Life regen: +1.20 Maximum life: +46.00 Mindpower: +6 (+3 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
Guniyaran the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Talent mastery: +0.10 Demented / Calamity Spell save: +9 (+4 eff.) Maximum mana: +20.00 Amulets can have magical properties. |
MovonCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes stats: +1 Con / +3 Wil Changes resistances: +6% temporal Talent mastery: +0.16 Demented / Nether Physical save: +12 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +16 (+8 eff.) Confusion immunity: +11% Mindpower: +7 (+4 eff.) Light radius: +2 Amulets can have magical properties. |
Voryvena the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +4 Con Changes resistances: +6% cold Blindness immunity: +10% Cut immunity: +5% Confusion immunity: +15% Stun/Freeze immunity: +5% Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Ring of Growth Infused 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: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
conjurer's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +4 Mag / +4 Wil Spellpower: +12 (+4 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Motir the Duathelscar (22-33 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 111% Burst (radius 2) on crit: +16 darkness When wielded/worn: Accuracy: +13 (+5 eff.) Damage when hit (Melee): 20 darkness Changes stats: +5 Dex Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.chilling steel battleaxe of vileness (21.5-32.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to disease Damage (Melee): +13 blight / +16 cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel battleaxe of daylight (21-31.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 light Damage against: +12% Undead Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Brandtide the steel greatmaul (28-42 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +12 (+6 eff.) Changes damage: +15% mind Mental save: +18 (+9 eff.) Disarm immunity: +34% Psi when hit: +0.16 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Galyvor (31-46.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +16 arcane When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +80.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Halireldil the Pyreravage (39.5-63.2 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +12% acid Changes resistances penetration: +10% fire Physical save: +20 (+10 eff.) Disease immunity: +25% Confusion immunity: +5% Stun/Freeze immunity: +10% Teleport immunity: +25% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stralite greatsword of vileness (48-76.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 23% chance to disease Damage (Melee): +19 blight Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.ash longbow 'Tuthel' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +6 arcane Burst (radius 2) on crit: +2 temporal When wielded/worn: Physical power: +14 (+7 eff.) Changes stats: +5 Str Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +3% arcane / +6% temporal Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.fungal yew longbow of dexterity (+6) Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +6 Dex / +5 Con Changes resistances penetration: +23% physical Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 144 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel longsword of erosion (24-33.6 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature / +9 temporal When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+4 eff.) Disarm immunity: +26% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stralite longsword 'Vipermonster' (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 11 bleeding, 47% reduced healing Damage (Melee): +14 cold When wielded/worn: Physical crit. chance: +8.0% Physical power: +12 (+6 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature Changes resistances penetration: +13% acid / +5% temporal / +13% cold / +14% fire / +12% lightning Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Cracklequench (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances: +12% acid / +18% lightning Changes resistances penetration: +25% lightning / +8% fire Changes damage: +15% acid / +9% lightning Global speed: +2% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Elenuneg (23.5-32.9 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil / +7 Mag Changes resistances penetration: +10% arcane Changes damage: +18% blight Spell crit. chance: +3% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace of massacre (21-29.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.stralite mace 'Stormpain' (35.5-49.7 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 18 arcane resource burn On weapon crit: * burns latent spell energy * wounds the target for 7 turns: 11 bleeding, 47% reduced healing When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +10.0% Physical power: +11 (+5 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Str Changes resistances: +6% lightning Changes resistances penetration: +20% lightning / +10% mind Changes damage: +9% lightning / +7% physical Stamina when hit: +1.20 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.creative thorny mindstar of balance (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +10.00% Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.10 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's thorny mindstar of the jelly (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +5% nature / +3% acid Disease immunity: +18% Equilibrium when hit: +0.80 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Starvile Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to cause random gloom When wielded/worn: Changes resistances: +18% light Changes resistances penetration: +16% physical Changes damage: +30% light / +13% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Airvortex the ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 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: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +16 lightning Burst (radius 1) on hit: +12 nature When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Damage when hit (Melee): 12 nature Changes resistances: +3% lightning Changes damage: +6% lightning / +15% physical / +6% nature Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Blacklord (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 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: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 40% chance to cause random gloom Damage (Melee): +8 mind / +24 darkness When wielded/worn: Physical crit. chance: +8.0% Changes damage: +26% darkness / +3% mind Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Chamydraldil (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: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Changes stats: +7 Wil Changes damage: +12% arcane / +15% temporal Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +15 (+7 eff.) Mental save: +9 (+5 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Dusktorrent (26-31.2 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness Burst (radius 1) on hit: +8 blight When wielded/worn: Damage (Melee): 15 fire Changes resistances: +7% darkness / +6% temporal Changes damage: +35% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +17 (+6 eff.) Spell crit. chance: +3% See invisible: +7 Defense after a teleport: +19 Resist all after a teleport: +7% New effects duration reduction after a teleport: +20% Reduces paradox anomalies(equivalent to willpower): +14 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Meharandur (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 12% chance to disease Changes resistances: +18% cold / +4% physical Changes resistances penetration: +25% arcane Changes damage: +20% arcane Talent granted: +1 Command Staff Physical save: +12 (+6 eff.) Vim when firing critical spell: +3.00 Maximum vim: +22.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Unlightwild the ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 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: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20 arcane resource burn * 10% chance to blind Changes resistances: +9% blight / +9% acid / +6% darkness / +15% light Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 72.33 light damage. 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 of might (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew vilestaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +44.00 Spellpower: +9 (+3 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.yew magestaff 'Arthyharagund' (20-24 power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 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: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +26.00% Mental save: +36 (+15 eff.) Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of power (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ranger's steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +10% physical Changes damage: +12% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Branylar the Splendourvortex (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +24 light Burst (radius 1) on hit: +8 light / +8 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +9 (+4 eff.) Changes stats: +4 Str Changes resistances penetration: +10% light Changes damage: +12% blight / +8% physical Stamina when hit: +1.20 Light radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Morningsweep the dwarven-steel waraxe (19-26.6 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance to put talents on cooldown Burst (radius 1) on hit: +16 physical When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Changes stats: +2 Dex Maximum life: +40.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Samogund the Duathelmire (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +11 temporal / +9 nature / +16 darkness When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +9% darkness / +12% nature Changes resistances penetration: +10% darkness / +15% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Unlightglean the stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Temporal Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 nature / +11 temporal Burst (radius 2) on crit: +10 ice / +4 darkness When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +11 Armour: +7 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes resistances: +3% temporal Changes resistances penetration: +8% cold / +13% physical Changes damage: +6% darkness / +6% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel waraxe (17-23.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite waraxe (32.5-45.5 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +14% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Hathynarizor the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Cun Reduces incoming crit damage: 15.00% Life regen: +2.40 Light radius: +3 Infravision radius: +3 See invisible: +12 Healing mod.: +19% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Lightningbait the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +16 (+7 eff.) Changes resistances: +9% temporal Changes damage: +9% lightning Stealth bonus: +10 Physical save: +39 (+17 eff.) Spell save: +9 (+4 eff.) Mental save: +15 (+8 eff.) Blindness immunity: +30% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.insulating hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +8% cold A belt that goes around your waist. |
rough leather belt 'Glimmeronslaught'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spiritwalker's hardened leather belt of shielding Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes stats: +2 Mag Mana each turn: +0.34 Maximum mana: +33.00 It can be used to create a temporary shield that absorbs 206 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Abysstrial (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +1 Mag Changes resistances: +6% fire Changes resistances penetration: +20% fire Grants telepathy: Dragon Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Light radius: +3 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Blazesnake (2 def, 8 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +15% fire / +16% cold Changes damage: +3% lightning Mental save: +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulavor the linen cloak (1 def, 0 armour)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 Spell save: +6 (+3 eff.) Confusion immunity: +20% Pinning immunity: +20% Stamina each turn: +0.40 Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.enveloping cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.murderer's cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Charglean the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% nature Changes damage: +12% fire / +10% nature / +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% blight Life regen: +4.00 Maximum life: +57.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven Robe of the Worm of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +6% all Spell save: +17 (+8 eff.) Spellpower: +14 (+5 eff.) Spell crit. chance: +3% 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 pair of hardened leather boots (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +7 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) A pair of boots made of leather. |
grounding pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes resistances: +6% lightning / +5% temporal 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.traveler's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Fogbiter (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 20 arcane resource burn Damage (Melee): 8 mind Changes resistances: +12% blight / +3% fire / +7% mind / +5% arcane Changes damage: +7% mind / +6% darkness Spell save: +6 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Godama (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Changes resistances: +12% acid Changes resistances penetration: +10% acid Critical mult.: +15.00% Physical save: +8 (+4 eff.) Mental save: +20 (+9 eff.) Disarm immunity: +29% Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polybrewen (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +2.0% Armour: +7 Changes stats: +2 Str Physical save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +2 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Scumnoon the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +11% lightning / +9% temporal Changes resistances penetration: +20% mind Changes damage: +30% mind A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.catburglar's hardened leather cap (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: +16% darkness Infravision radius: +4 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm 'Neryrana' (9 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +4% Changes damage: +12% physical Physical save: +35 (+16 eff.) Maximum stamina: +25.00 Healing mod.: +20% 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.miner's dwarven-steel helm of absorption (0 def, 6 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Stamina when hit: +1.30 Equilibrium when hit: +1.20 Infravision radius: +2 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.Saloranor the Deepssever (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 darkness Changes resistances: +20% lightning / +6% darkness Changes resistances penetration: +25% darkness / +25% nature Changes damage: +12% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour 'Poraldann' (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +10 Str / +2 Dex / +4 Mag / +2 Cun Changes resistances: +10% darkness / +11% physical Changes resistances penetration: +15% mind Reduces incoming crit damage: 15.00% Psi when hit: +0.12 Light radius: +1 Heals friendly targets nearby when you use a nature summon: +40 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 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +16% blight / +14% darkness / +19% lightning Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Life regen: +2.90 Stamina each turn: +0.90 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +7% physical Physical save: +10 (+5 eff.) Life regen: +4.00 Stamina each turn: +1.30 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Flashjeer (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +38% acid / +12% lightning Changes resistances penetration: +25% acid Changes damage: +6% acid / +15% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Searbreak the dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +2 Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +2 Dex Changes resistances penetration: +15% fire Life regen: +0.80 Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +38.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel plate armour 'Charstoker' (13 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Physical power: +4 (+2 eff.) Armour: +15 Defense: +13 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +22% Changes stats: +2 Dex Changes resistances: +7% mind Changes resistances penetration: +20% fire Mental save: +14 (+7 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Strikethorn the dwarven-steel shield (8 def, 2 armour, 81.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 7 fire Damage when hit (Melee): 16 fire Changes stats: +4 Cun Changes resistances penetration: +25% mind Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Critical mult.: +15.00% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.flaming stralite shield of lightning resistance (+18%) (10 def, 2 armour, 138.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 5 fire Damage when hit (Melee): 14 fire Changes resistances: +18% lightning Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.steel shield of lightning resistance (+15%) (6 def, 2 armour, 36.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +15% lightning Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.elemental quiver of ash arrows (18/18, 23-32.2 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
10 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. |
585 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. |
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. |
7 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Kindlewar (dig speed 32 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to blind Changes stats: +5 Str Changes resistances: +12% fire Changes resistances penetration: +10% light / +10% fire Changes damage: +6% light / +18% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 101.13 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 101.13 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
This item will automatically be transmogrified when you leave the level.survivor's alchemist's lamp of focus Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +8% mind Physical save: +8 (+4 eff.) Light radius: +3 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
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, costing 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots of accuracy (16/21, 32.5-39 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
2 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. |
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. |
19 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By squish the Cornac Cultist of Entropy level 15
42nd Dusk 122nd year of Ascendancy at 17:14 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By squish the Cornac Cultist of Entropy level 28
32nd Haze 122nd year of Ascendancy at 04:55 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By squish the Cornac Cultist of Entropy level 25
5th Haze 122nd year of Ascendancy at 20:42 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By squish the Cornac Cultist of Entropy level 32
65th Haze 122nd year of Ascendancy at 05:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By squish the Cornac Cultist of Entropy level 10
6th Flare 122nd year of Ascendancy at 16:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By squish the Cornac Cultist of Entropy level 20
72nd Dusk 122nd year of Ascendancy at 13:03 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By squish the Cornac Cultist of Entropy level 30
33rd Haze 122nd year of Ascendancy at 15:13 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By squish the Cornac Cultist of Entropy level 15
51st Dusk 122nd year of Ascendancy at 02:29 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By squish the Cornac Cultist of Entropy level 31
51st Haze 122nd year of Ascendancy at 07:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By squish the Cornac Cultist of Entropy level 9
5th Flare 122nd year of Ascendancy at 08:02 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By squish the Cornac Cultist of Entropy level 27
23rd Haze 122nd year of Ascendancy at 23:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By squish the Cornac Cultist of Entropy level 13
14th Dusk 122nd year of Ascendancy at 05:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By squish the Cornac Cultist of Entropy level 24
1st Haze 122nd year of Ascendancy at 22:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By squish the Cornac Cultist of Entropy level 17
56th Dusk 122nd year of Ascendancy at 19:23 see stats
Log
Dark Whispers from Squish hits Bloated horror for 22 darkness damage.
Squish casts Dark Whispers.
Bloated horror has been cut from the timeline!
You collect a new ingredient: bloated horror heart (1).
Squish is invigorated.
Resting starts...
Squish's is no longer wasting away.
A void star appears around squish.
Talent Netherblast is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
The shield around squish crumbles.
Talent Dark Whispers is ready to use.
Talent Essence Reave is ready to use.
Talent Rift Cutter is ready to use.
Squish is no longer invigorated.
Talent Rune: Reflection Shield is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 39 turns (stop reason: at exit).
Ran for 3 turns (stop reason: interesting terrain).
Squish deactivates Twofold Curse.
Squish deactivates Jinxed Touch.
Squish deactivates Power Overwhelming.
Squish deactivates Void Stars.
Squish deactivates Chaos Orbs.
Squish deactivates Revelation.
Squish deactivates Atrophy.
































































































































