Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Improved player targetting 1.2.0Player's targetting improvements. verbose 1.5.5This addon inserts much more information in the log about damage reduction. 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 41 / 65% |
Size | medium |
Lifes / Deaths | Killed by Gloredhena the forest troll at level 4 on the 76th Pyre 122nd year of Ascendancy at 10:17 0 / 7Killed by Ce'Nawe the lumberjack at level 9 on the 2nd Flare 122nd year of Ascendancy at 05:43 Killed by Nerelle the nightmare horror at level 34 on the 43rd Dusk 122nd year of Ascendancy at 14:55 Killed by Eeeva's temporal clone at level 35 on the 44th Dusk 122nd year of Ascendancy at 16:18 Killed by Eeeva's temporal clone at level 40 on the 61st Dusk 122nd year of Ascendancy at 19:14 Killed by Eeeva's temporal clone at level 41 on the 63rd Dusk 122nd year of Ascendancy at 00:04 Killed by Eeeva's temporal clone at level 41 on the 63rd Dusk 122nd year of Ascendancy at 02:12 |
Primary Stats
Strength | 49 (base 42) |
Dexterity | 16 (base 12) |
Constitution | 26 (base 14) |
Magic | 80 (base 60) |
Willpower | 100 (base 56) |
Cunning | 87 (base 60) |
Resources
Mana | 882/882 |
Equilibrium | 30 |
Vim | 275/275 |
Life | 1048/1048 |
Psi | 180/180 |
Stamina | 415/415 |
Paradox | 300 |
Healing Factor | 1.1224489795918 |
Regeneration | 9.7091836734687 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 92.237935742921 |
See Invisible | 88.237935742921 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 101 |
Accuracy | 61 |
Crit Chance | 68% |
APR | 25 |
Speed | 0.91 |
Offense: Offhand
Damage | 47 |
Accuracy | 61 |
Crit Chance | 67% |
APR | 23 |
Speed | 0.91 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +27% |
Arcane | +31% |
All | 0% |
Lightning | +8% |
Light | +9% |
Temporal | +11% |
Darkness | +4% |
Physical | +42% |
Fire | +10% |
Nature | +6% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +15% |
Physical | +8% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 86.446146463914 (93.924050632911%) |
Defense | 33 |
Ranged Defense | 34 |
Fatigue | 34 |
Physical Save | 54 |
Spell Save | 62 |
Mental Save | 77 |
Defense: Resistances
Acid | + 14%( 70%) |
Nature | + 17%( 70%) |
Lightning | + 59%( 70%) |
Cold | + 14%( 70%) |
Physical | + 9%( 70%) |
Fire | + 19%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Silence Resistance | 34% |
Bleed Resistance | 70% |
Confusion Resistance | 31% |
Instadeath Resistance | 100% |
Stun Resistance | 29% |
Poison Resistance | 70% |
Blind Resistance | 70% |
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (91% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 270 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 51%, your defense is increased by 51 and all your resistances by 51%. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Beyond the Flesh |
talent | Arcane Combat |
talent | Leeching Poison |
talent | Weapon Folding |
talent | Elemental Harmony |
talent | Mitosis |
talent | Kinetic Shield |
talent | Charged Shield |
talent | Apply Poison |
talent | Reality Smearing |
talent | Abyssal Shield |
talent | Horrifying Blows |
talent | Eternal Suffering |
talent | Lacerating Strikes |
talent | Crippling Poison |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Gloronne the white worm mass. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 3 of Dreadfell) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox 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. * 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. | 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. | active |
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 xorn fragment. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' 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 pouch of luminous horror dust. * '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 vial of greater demon bile. | 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 within19 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Xibrekira the voratun greatsword (172% power, 4 apr) Xibrekira the voratun greatsword (172% power, 4 apr)Requires: - Magic 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 Power: 173% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +75 insidious poison / +17 temporal / +8 blight / +19 nature / +8 acid When wielded/worn: Changes damage: +12% acid / +9% blight Maximum vim: +30.00 Massive two-handed swords. |
On hands | Cuthorerak the Kilnmire (0 def, 3 armour) Cuthorerak the Kilnmire (0 def, 3 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 9 lightning / 35 mind / 28 darkness Damage when hit (Melee): 16 blight Changes resistances: +10% lightning / +6% fire Changes resistances penetration: +5% blight Changes damage: +8% lightning Mental save: -8 (-2 eff.) Life regen: +5.00 Stamina each turn: +0.90 Psi each turn: +0.13 Mindpower: +7 (+1 eff.) When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +12 fire Burst (radius 2) on crit: +14 lightning It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | dwarven lantern 'Harohad' dwarven lantern 'Harohad'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +3% lightning / +2% physical Mental save: +33 (+7 eff.) Only die when reaching: -40.00 life Light radius: +11 See stealth: +21 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | Velevena the pair of hardened leather boots (0 def, 3 armour) Velevena the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Wil / +3 Cun / +7 Con Changes resistances penetration: +8% physical Changes damage: +6% arcane Physical save: +14 (+5 eff.) Mental save: +17 (+4 eff.) Silence immunity: +34% Confusion immunity: +31% Stun/Freeze immunity: +29% Vim when firing critical spell: +4.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tool | Polyrena the Dawnstreak (dig speed 17 turns) Polyrena the Dawnstreak (dig speed 17 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Str / +2 Mag / +4 Cun Changes resistances: +11% nature Changes damage: +6% nature Physical save: +9 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +43.00 Light radius: +2 Infravision radius: +4 Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Islelrassra the stralite ring Islelrassra the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Physical crit. chance: +2.0% Armour: +6 Defense: +10 (+5 eff.) Ranged Defense: +3 (+2 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +4 Cun / +6 Wil Changes damage: +6% temporal Physical save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 85% 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 | Kindlethorn the steel ring Kindlethorn the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 16 light Changes stats: +10 Mag / +15 Wil / +4 Cun Changes resistances: +9% lightning Changes damage: +3% light Spellpower: +13 (+3 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Around neck | Magmavengeance the stralite amulet Magmavengeance the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +1 Wil / +4 Mag Changes damage: +5% temporal / +4% darkness / +9% blight / +10% fire / +6% light / +14% physical Critical mult.: +12.00% Spell save: +20 (+5 eff.) Spellpower: +18 (+4 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Combat speed: +10% Damage Shield penetration: +40% Amulets can have magical properties. |
In main hand | Chaligablek (132% power, 5 apr, arcane element) Chaligablek (132% power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 132% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Physical power: +11 (+3 eff.) Armour: +6 Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +15 (+5 eff.) Stamina each turn: +0.80 Mana each turn: +0.47 Maximum mana: +62.00 Spellpower: +33 (+7 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | hardened leather belt 'Aeruldama' hardened leather belt 'Aeruldama'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Defense: +14 (+7 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Dex / +3 Wil / +5 Cun Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Critical mult.: +5.00% Stealth bonus: +5 Hate when firing a critical mind attack: +4.00 Maximum psi: +10.00 Mental crit. chance: +7% A belt that goes around your waist. |
In off hand | Arorivea the ash starstaff (117% power, 3 apr, physical element) Arorivea the ash starstaff (117% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +9% blight / +18% physical Talent granted: +1 Command Staff Mana each turn: +0.11 Mana when firing critical spell: +2.00 Maximum mana: +30.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% Damage Shield penetration: +20% Staves designed for wielders of magic, by the greats of the art. |
Cloak | Xuma the elven-silk cloak (13 def, 9 armour) Xuma the elven-silk cloak (13 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +9 Defense: +13 (+6 eff.) Fatigue: -3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances penetration: +15% arcane / +5% temporal Physical save: +22 (+7 eff.) Spell save: +24 (+6 eff.) Mental save: +30 (+7 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Khelayagar (7 def, 13 armour) Khelayagar (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 arcane Changes stats: +2 Mag / +6 Wil / +7 Cun Changes resistances: +27% lightning Mental save: +22 (+5 eff.) Life regen: +3.40 Stamina each turn: +1.40 Mana when firing critical spell: +5.00 Vim when firing critical spell: +2.00 A suit of armour made of metal plates. |
Inventory
steam generator implant of the duelist (steam 12) steam generator implant of the duelist (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (91% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 12) steam generator implant of the psychic (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (91% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 87) healing infusion of the duelist (heal 87)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 265) healing infusion of the psychic (heal 265)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 235) healing infusion of the sneak (heal 235)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 235 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 229) healing infusion of the sneak (heal 229)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 236) healing infusion of the wizard (heal 236)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 236 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. |
healing infusion of the wizard (heal 228) healing infusion of the wizard (heal 228)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 228 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 (+11 for 11 turns, die at -459) heroism infusion of the titan (+11 for 11 turns, die at -459)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: 26 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 11 for 11 turns. While Heroism is active, you will only die when reaching -459 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. |
regeneration infusion of the psychic (heal 400 over 5 turns) regeneration infusion of the psychic (heal 400 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: 15 Travel Speed: instantaneous Usage Speed: Standard (91% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 267 over 5 turns) regeneration infusion of the titan (heal 267 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 (91% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 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 titan (heal 510 over 5 turns) regeneration infusion of the titan (heal 510 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: 13 Travel Speed: instantaneous Usage Speed: Standard (91% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 510 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 titan (heal 189 over 5 turns) regeneration infusion of the titan (heal 189 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: 13 Travel Speed: instantaneous Usage Speed: Standard (91% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 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 517 over 5 turns) regeneration infusion of the wizard (heal 517 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: 16 Travel Speed: instantaneous Usage Speed: Standard (91% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 517 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. |
wild infusion of the duelist (resist 18%; cure physical) wild infusion of the duelist (resist 18%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 584 for 4 turns) shielding rune of the sneak (absorb 584 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 584 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 454 for 5 turns) shielding rune of the wizard (absorb 454 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 454 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 ability. |
This item will automatically be transmogrified when you leave the level. schematic: Steamgunschematic: Steamgun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Blastwind BlastwindPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 20 lightning Changes stats: +5 Mag Changes resistances cap: +3% all Changes damage: +3% lightning Physical save: +15 (+5 eff.) Life regen: +2.00 Amulets can have magical properties. |
Chuleldir the stralite amulet Chuleldir the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 8 temporal Changes stats: +6 Cun / +11 Lck Changes resistances: +17% mind / +6% temporal Changes damage: +3% arcane Confusion immunity: +32% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Earyroddayon the Shadewinter Earyroddayon the ShadewinterPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Mag / +3 Wil / +2 Cun Changes resistances: +12% lightning Changes damage: +5% acid / +9% darkness / +5% fire / +5% lightning / +4% cold Stun/Freeze immunity: +21% Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Glimmerfury GlimmerfuryInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances: +12% temporal Changes resistances penetration: +15% light Changes damage: +6% light Pinning immunity: +23% Knockback immunity: +28% Amulets can have magical properties. |
Glimmerwild the stralite amulet Glimmerwild the stralite amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +1% physical Changes damage: +10% light / +8% temporal / +6% darkness / +7% physical Critical mult.: +10.00% Mental save: +3 (+1 eff.) Knockback immunity: +5% Vim when firing critical spell: +3.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Gorobers GorobersInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Con Changes resistances: +3% blight / +6% temporal / +16% mind / +5% arcane Physical save: +7 (+3 eff.) Confusion immunity: +24% Life regen: +3.70 Maximum life: +39.00 Amulets can have magical properties. |
Kydin KydinInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Changes stats: +7 Cun Changes resistances: +22% mind / +22% temporal Critical mult.: +10.00% Mental save: +12 (+3 eff.) Blindness immunity: +5% Confusion immunity: +36% Pinning immunity: +32% Knockback immunity: +42% Mana when firing critical spell: +5.00 Amulets can have magical properties. |
Skypiercer SkypiercerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +26% mind / +6% lightning Changes damage: +6% lightning Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +44% Amulets can have magical properties. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +14% mind Confusion immunity: +20% Amulets can have magical properties. |
gold amulet 'Vorarialle' gold amulet 'Vorarialle'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Changes stats: +3 Str / +13 Dex / +14 Cun / +10 Con Changes resistances: +17% lightning Stun/Freeze immunity: +27% Life regen: +0.90 Stamina each turn: +1.40 Movement speed: +20% Amulets can have magical properties. |
steel amulet 'Aeryrarelaith' steel amulet 'Aeryrarelaith'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Defense: +6 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 4 acid Changes stats: +5 Dex / +4 Cun / +5 Con / +5 Lck Changes resistances: +1% physical / +12% light / +15% darkness Blindness immunity: +20% Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
steel amulet 'Islyvea' steel amulet 'Islyvea'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +10% lightning / +11% mind Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum life: +10.00 Amulets can have magical properties. |
steel amulet 'Saliritha' steel amulet 'Saliritha'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Lck Changes resistances: +3% blight Physical save: +12 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +14 (+3 eff.) Cut immunity: +50% Spell crit. chance: +4% Healing mod.: +12% Reduce all damage from unseen attackers: 11% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 323 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stralite amulet 'Armuharahek' stralite amulet 'Armuharahek'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -8% Changes stats: +2 Str / +8 Wil Changes resistances penetration: +15% mind Changes damage: +9% physical Reduces incoming crit damage: 15.00% Mental save: +13 (+3 eff.) Confusion immunity: +11% Life regen: +2.00 Mindpower: +15 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
Archacker ArchackerInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +8 Cun / +6 Wil Changes resistances: +30% lightning / +15% fire / +26% acid Changes resistances penetration: +5% lightning Changes damage: +24% lightning / +13% acid Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Eilinuretira the Duathelglamour Eilinuretira the DuathelglamourPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +8 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +5 Dex / +5 Mag / +5 Wil / +6 Cun Changes resistances: +9% acid Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Disarm immunity: +5% Spellpower: +13 (+3 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Eremydan the stralite ring Eremydan the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +7 Wil / +7 Cun Changes resistances: +6% mind Grants telepathy: Dragon Silence immunity: +36% Disarm immunity: +34% Pinning immunity: +33% Knockback immunity: +31% Mana each turn: +0.20 Maximum life: +36.00 Mindpower: +9 (+2 eff.) Rings can have magical properties. |
Firewarden the voratun ring Firewarden the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to disease Changes stats: +7 Wil Changes resistances: +24% nature / +5% arcane Changes resistances penetration: +20% arcane / +5% fire Changes damage: +12% nature Maximum encumbrance: +25 Mental save: +14 (+3 eff.) Rings can have magical properties. |
Halorath the steel ring Halorath the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 14% chance to blind Damage (Melee): 29 light Effects on ranged hit: * 17% chance to blind Damage (Ranged): 25 light Changes resistances penetration: +15% temporal Changes damage: +6% arcane Maximum encumbrance: +22 Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +25% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +26.00 Rings can have magical properties. |
Spiderwasp SpiderwaspInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +10 Dex / +8 Cun / +4 Con Changes resistances: +3% nature / +35% fire Changes damage: +16% fire Spell save: +14 (+3 eff.) Maximum stamina: +29.00 Rings can have magical properties. |
Sunbone SunboneCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +3% temporal / +6% fire Changes damage: +6% temporal Mental save: +6 (+2 eff.) Confusion immunity: +28% Mindpower: +5 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 85% 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. |
Toridas ToridasPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag / +4 Cun / +2 Con Changes resistances: +7% blight / +6% nature / +6% darkness Changes damage: +3% arcane Physical save: +4 (+2 eff.) Poison immunity: +10% Disease immunity: +12% Confusion immunity: +5% Pinning immunity: +10% Spellpower: +7 (+2 eff.) Rings can have magical properties. |
Ureharakan the copper ring Ureharakan the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight / +10% mind Changes damage: +3% mind Spellpower: +6 (+2 eff.) Rings can have magical properties. |
Xerurath the steel ring Xerurath the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 24 light Changes stats: +1 Str / +5 Mag / +5 Wil Mental save: +5 (+1 eff.) Confusion immunity: +21% Vim when firing critical spell: +3.00 Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Ivassra' steel ring 'Ivassra'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Dex / +6 Cun / +6 Con Changes damage: +12% mind Mental save: +6 (+2 eff.) Confusion immunity: +30% Mental crit. chance: +1% Rings can have magical properties. |
stralite ring 'Beliriwen' stralite ring 'Beliriwen'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +6 Defense: +10 (+5 eff.) Changes stats: +2 Str Changes resistances: +12% blight / +9% cold / +13% nature / +3% light Spell save: +3 (+1 eff.) Mental save: +10 (+3 eff.) Poison immunity: +10% Disease immunity: +19% Confusion immunity: +35% Movement speed: +15% Healing mod.: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 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 33% for 5 turns. Rings can have magical properties. |
stralite ring 'Belithra' stralite ring 'Belithra'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 8 arcane Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +5% arcane Mental save: +10 (+3 eff.) Silence immunity: +38% Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
stralite ring 'Bokihad' stralite ring 'Bokihad'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Changes stats: +6 Mag / +6 Wil Changes resistances: +18% acid / +4% physical / +16% fire / +25% cold / +11% lightning Silence immunity: +32% Life regen: +0.20 Mana each turn: +0.29 Spellpower: +9 (+2 eff.) Rings can have magical properties. |
stralite ring 'Isluba' stralite ring 'Isluba'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 36 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 25 light Changes stats: +8 Dex / +2 Wil / +8 Cun Changes damage: +6% mind Critical mult.: +15.00% Disarm immunity: +31% Pinning immunity: +34% Knockback immunity: +38% Hate when firing a critical mind attack: +2.00 Maximum life: +29.00 Maximum hate: +4.00 Rings can have magical properties. |
stralite ring 'Poluldassra' stralite ring 'Poluldassra'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +1.0% Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +6 Wil / +5 Cun Changes resistances: +28% cold Changes damage: +14% cold Life regen: +1.10 Only die when reaching: -40.00 life Maximum life: +65.00 Mindpower: +9 (+2 eff.) Healing mod.: +29% Rings can have magical properties. |
Mercy (143% power, 9 apr) Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 33% Cun, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 0% Mag, 80% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cyrawen (135% power, 2 apr) Cyrawen (135% power, 2 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +10 lightning / +4 temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% Massive two-handed mauls. |
Islevea the stralite greatsword (162% power, 3 apr) Islevea the stralite greatsword (162% power, 3 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +29 Physical crit. chance: +31.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes stats: +6 Str Changes damage: +13% physical Critical mult.: +47.00% Stamina when hit: +2.00 Psi when hit: +0.08 Mental crit. chance: +1% Massive two-handed swords. |
Gunaran the ash magestaff (111% power, 3 apr, physical element) Gunaran the ash magestaff (111% power, 3 apr, physical element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * 10% chance to blind Changes resistances: +12% fire / +3% nature / +3% temporal Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +6 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 97.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
Phoenixquencher the yew magestaff (120% power, 4 apr, cold element) Phoenixquencher the yew magestaff (120% power, 4 apr, cold 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. Power: 121% Range: 1.2x 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: Defense: +16 (+7 eff.) Damage (Melee): 9 % chance of confusion Changes resistances: +9% fire Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spell save: +30 (+7 eff.) Mana each turn: +0.08 Spellpower: +28 (+6 eff.) Spell crit. chance: +3% Damage Shield penetration: +27% Staves designed for wielders of magic, by the greats of the art. |
Samazilador the Bleakvault (120% power, 4 apr, cold element) Samazilador the Bleakvault (120% power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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: * 20% chance to inflict 15% damage reduction * 40% chance to blind When wielded/worn: Physical crit. chance: +19.0% Effects on melee hit: * 15% chance to blind * 15% chance to inflict 15% damage reduction Damage (Melee): 23 arcane Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.16 Maximum mana: +39.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Scorchriver (111% power, 3 apr, physical element) Scorchriver (111% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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 disease Damage (Melee): +4 blight When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Armour Hardiness: +2% Damage (Melee): 17 fire Changes resistances penetration: +5% blight Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +28.00% Physical save: +2 (+1 eff.) Spellpower: +10 (+3 eff.) Spell crit. chance: +2% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of might (146% power, 6 apr, blight element)potent dragonbone vilestaff of might (146% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 146% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +37% blight Talent granted: +1 Command Staff Spellpower: +18 (+4 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Turbocutter (136% power, 23 apr) Turbocutter (136% power, 23 apr)Requires: - Magic 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Power: 137% Range: 1.5x Uses stat: 100% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +4.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +16 (+7 eff.) Fatigue: +8% Talent masteries: +0.20 Steamtech / Battlefield management +0.20 Steamtech / Sawmaiming Talent granted: +2 Block Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
Lisubrera the steel waraxe (110% power, 3 apr) Lisubrera the steel waraxe (110% power, 3 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 10% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +8 temporal / +14 blight When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Disease immunity: +12% One-handed war axes. |
Xeroth the stralite waraxe (138% power, 5 apr) Xeroth the stralite waraxe (138% power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 18% chance to daze at end of turn Damage Shield penetration (this weapon only): +20% Damage (Melee): +46 insidious poison When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +7 Str / +3 Dex / +2 Mag / +6 Wil / +2 Cun / +3 Con Changes resistances penetration: +9% lightning Changes damage: +10% physical Mana each turn: +0.12 Stamina when hit: +1.80 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +10% One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Aeruda' hardened leather belt 'Aeruda'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +6 Dex / +3 Mag / +2 Cun Changes damage: +12% blight Grants telepathy: Dragon Critical mult.: +7.00% Spell save: +10 (+2 eff.) Mana each turn: +0.16 Maximum mana: +28.00 Size category: +1 A belt that goes around your waist. |
Charbearer the cashmere cloak (2 def, 0 armour) Charbearer the cashmere cloak (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +15% temporal / +13% darkness / +3% fire Changes resistances penetration: +10% fire Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Maximum life: +30.00 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islowyn the pair of hardened leather boots (5 def, 3 armour) Islowyn the pair of hardened leather boots (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances penetration: +10% arcane Physical save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+2 eff.) A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. grounding pair of drakeskin leather boots (0 def, 5 armour)grounding pair of drakeskin leather boots (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% lightning / +12% temporal A pair of boots made of leather. |
pair of hardened leather boots 'Brandbile' (0 def, 6 armour) pair of hardened leather boots 'Brandbile' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +6 Fatigue: -3% Changes resistances: +7% acid / +6% light / +14% fire / +7% cold / +7% lightning Changes damage: +3% light / +9% fire Maximum encumbrance: +24 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Emeldarin the Smolderwaker (0 def, 2 armour) Emeldarin the Smolderwaker (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Physical crit. chance: +16.0% Armour: +2 Changes stats: +4 Cun / +5 Dex Changes resistances: +3% fire Changes resistances penetration: +5% fire / +15% temporal Critical mult.: +17.00% Spell crit. chance: +21% Mental crit. chance: +21% When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +11 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon crits: Cripple (40% chance level 3). Damage (Melee): +4 fire Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 fire It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Hanerand the Lightningwitch (0 def, 9 armour) Hanerand the Lightningwitch (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Armour: +9 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 10 physical Damage when hit (Melee): 8 lightning Changes stats: +4 Cun / +6 Dex Changes resistances: +9% mind Changes damage: +6% physical Critical mult.: +10.00% Spell crit. chance: +10% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +17 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +4 lightning Burst (radius 1) on hit: +7 physical Burst (radius 2) on crit: +8 physical It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Dagarach the hardened leather cap (9 def, 3 armour) Dagarach the hardened leather cap (9 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Wil Changes resistances: +14% mind Changes resistances penetration: +20% physical Mental save: +25 (+6 eff.) Confusion immunity: +28% Stamina each turn: +0.60 Light radius: +1 A cap made of leather. |
Kindleedge the dwarven-steel helm (0 def, 4 armour) Kindleedge the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Con Changes resistances: +12% darkness / +9% cold / +5% arcane / +16% light Allows you to breathe in: water Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of lightning resistance (3 def, 6 armour)rejuvenating hardened leather armour of lightning resistance (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: +24% lightning Life regen: +3.60 Stamina each turn: +1.30 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. icy quiver of dragonbone arrows of paradox (23/23, 162% power, 18 apr)icy quiver of dragonbone arrows of paradox (23/23, 162% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 162% Range: 1.4x Uses stats: 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 14% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +21 cold / +20 temporal Arrows are used with bows to pierce your foes to death. |
8 agate 8 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. |
1595 alchemist agate 1595 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. |
onyx 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. |
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 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Prismrupture the dwarven-steel pickaxe (dig speed 4 turns) Prismrupture the dwarven-steel pickaxe (dig speed 4 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 nature Changes stats: +2 Str Changes resistances penetration: +12% physical Critical mult.: +14.00% Maximum life: +25.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prismsnake PrismsnakePowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +1 Cun Changes resistances: +7% temporal / +8% light / +7% cold Changes damage: +8% darkness / +9% light Damage affinity(heal): +5% darkness Maximum life: +53.00 Light radius: +3 Infravision radius: +4 See invisible: +6 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 214.45 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (150 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Brodybar' dwarven lantern 'Brodybar'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane / +9% fire Physical save: +18 (+6 eff.) Spell save: +16 (+4 eff.) Mental save: +14 (+3 eff.) Blindness immunity: +50% Confusion immunity: +10% Maximum life: +46.00 Light radius: +9 See stealth: +12 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.5 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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 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), 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. |
Zehek the elven-wood totem of healing [power 172] (18 cooldown) Zehek the elven-wood totem of healing [power 172] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +10% arcane Talent cooldown: Invoke Tentacle (+10 turn) Talent granted: +2 Invoke Tentacle Mana each turn: +0.04 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Damage Shield penetration: +10% It can be used to heal a target within range 10 (based on Willpower) for 172, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
5 citrine 5 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. |
9 zircon 9 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
By Eeeva the Cornac Adventurer level 41
74th Dusk 122nd year of Ascendancy at 16:37 see stats
By Eeeva the Cornac Adventurer level 9
1st Flare 122nd year of Ascendancy at 23:45 see stats
By Eeeva the Cornac Adventurer level 29
35th Dusk 122nd year of Ascendancy at 23:17 see stats
By Eeeva the Cornac Adventurer level 30
38th Dusk 122nd year of Ascendancy at 04:51 see stats
By Eeeva the Cornac Adventurer level 9
1st Flare 122nd year of Ascendancy at 23:45 see stats
By Eeeva the Cornac Adventurer level 41
74th Dusk 122nd year of Ascendancy at 16:07 see stats
By Eeeva the Cornac Adventurer level 10
5th Flare 122nd year of Ascendancy at 03:28 see stats
By Eeeva the Cornac Adventurer level 20
13rd Dusk 122nd year of Ascendancy at 12:30 see stats
By Eeeva the Cornac Adventurer level 30
37th Dusk 122nd year of Ascendancy at 22:15 see stats
By Eeeva the Cornac Adventurer level 40
60th Dusk 122nd year of Ascendancy at 17:01 see stats
By Eeeva the Cornac Adventurer level 41
70th Dusk 122nd year of Ascendancy at 13:10 see stats
By Eeeva the Cornac Adventurer level 38
51st Dusk 122nd year of Ascendancy at 03:03 see stats
By Eeeva the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 23:31 see stats
By Eeeva the Cornac Adventurer level 41
74th Dusk 122nd year of Ascendancy at 16:37 see stats
By Eeeva the Cornac Adventurer level 12
1st Dusk 122nd year of Ascendancy at 16:03 see stats
By Eeeva the Cornac Adventurer level 22
15th Dusk 122nd year of Ascendancy at 20:55 see stats
By Eeeva the Cornac Adventurer level 9
2nd Flare 122nd year of Ascendancy at 21:38 see stats
Log
Lore found: If I Should Die Before I Wake
Lore found: hastily-written poster
Lore found: sacrificial altar
Lore found: Gifts of Nature
Eeeva wears (replacing Emeldarin the Smolderwaker (0 def, 2 armour)): Cuthorerak the Kilnmire (0 def, 3 armour).
Error while transfering Emeldarin the Smolderwaker (0 def, 2 armour) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
Error while transfering Emeldarin the Smolderwaker (0 def, 2 armour) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
Eeeva deactivates Charged Shield.
Eeeva deactivates Arcane Feed.
Eeeva deactivates Crippling Poison.
Eeeva deactivates Arcane Combat.
Eeeva deactivates Leeching Poison.
Eeeva deactivates Lacerating Strikes.
Eeeva deactivates Eternal Suffering.
Eeeva deactivates Horrifying Blows.
Eeeva deactivates Reality Smearing.
Eeeva deactivates Abyssal Shield.
Eeeva deactivates Weapon Folding.
Eeeva deactivates Beyond the Flesh.
Eeeva deactivates Apply Poison.
Eeeva deactivates Elemental Harmony.
Eeeva deactivates Mitosis.
Eeeva deactivates Kinetic Shield.