Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 23 / 65% |
Size | big |
Lifes / Deaths | Killed by Porobrelle the netherworm mass at level 23 on the 9th Regrowth 123rd year of Ascendancy at 17:05 / 1 |
Primary Stats
Strength | 93 (base 45) |
Dexterity | 55 (base 10) |
Constitution | 16 (base 10) |
Magic | 69 (base 53) |
Willpower | 14 (base 10) |
Cunning | 31 (base 13) |
Resources
Life | -271/547 |
Mana | 89/107 |
Stamina | 115/146 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766362 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
Offense: Mainhand
Damage | 183 |
Accuracy | 59 |
Crit Chance | 22% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Blight | +21% |
Arcane | +3% |
Cold | +6% |
All | 0% |
Lightning | +4% |
Temporal | +9% |
Physical | +39% |
Fire | 0% |
Mind | +5% |
Offense: Damage Penetration
Physical | +35% |
Defense: Base
Armour (hardiness) | 33.058671593567 (51.69962066283%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 36 |
Mental Save | 15 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 19%( 70%) |
Physical | + 1%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Darkness | + 27%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 23%( 70%) |
Mind | + 7%( 70%) |
Fire | + 3%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 469 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 194 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (16 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Crystalline Focus |
talent | Shock Hands |
talent | Stone Skin |
talent | Shielding |
talent | Arcane Combat |
beneficial effect | Increases defense by 17. Mobile Defense |
beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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. | 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 naga tongue. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. 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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. 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 hummerhorn wing. * '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.' * You've found the needed skeleton mage skull. | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Aerilaith (0 def, 9 armour) Aerilaith (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +9 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Saleriarivea SaleriariveaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% lightning / +3% fire / +9% nature Critical mult.: +10.00% Maximum life: +48.00 Mental crit. chance: +2% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Salytira (0 def, 4 armour) Salytira (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +7 Str / +6 Dex Changes resistances: +3% blight Changes damage: +18% blight / +9% temporal It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 652.4 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Cuthigobers' (dig speed 30 turns) iron pickaxe 'Cuthigobers' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +6 Physical power: +15 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +4 Str Changes resistances: +1% physical Critical mult.: +5.00% Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Tidesever the gold ring Tidesever the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 2 cold Changes resistances: +12% lightning Changes damage: +21% physical / +6% cold Maximum encumbrance: +26 Rings make your fingers look great! |
On fingers | Eilinavea EilinaveaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +3 Dex / +1 Mag / +2 Con Changes damage: +3% arcane / +3% blight Spell save: +10 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +10.00 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Urthiromilin UrthiromilinPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +10.0% Physical power: +22 (+5 eff.) Fatigue: -6% Changes stats: +5 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +3% nature Maximum encumbrance: +26 Physical save: +5 (+2 eff.) Mental crit. chance: +8% Size category: +1 A belt that goes around your waist. |
In main hand | plaguebringer's stralite greatmaul of corruption (166% power, 3 apr) plaguebringer's stralite greatmaul of corruption (166% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +15% Massive two-handed mauls. |
On hands | Shadowtitan the hardened leather gloves (5 def, 6 armour) Shadowtitan the hardened leather gloves (5 def, 6 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage (Melee): 8 mind Changes stats: +3 Str Changes resistances: +12% acid / +7% mind / +6% nature Changes damage: +5% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Toruhek (24 def, 7 armour) Toruhek (24 def, 7 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +24 (+6 eff.) Fatigue: +7% Changes stats: +3 Dex / +3 Wil / +4 Cun Changes resistances: +16% blight / +18% cold / +12% darkness Changes damage: +6% physical Stamina each turn: +2.00 Light radius: +1 A suit of armour made of leather. |
Cloak | Galadin (31 def, 0 armour) Galadin (31 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +31 (+8 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Str / +2 Mag / +1 Wil Changes resistances: +3% nature Changes damage: +6% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
blink rune of the sneak (range 5; phase 14; cd 15) blink rune of the sneak (range 5; phase 14; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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 spell talent. |
blink rune of the titan (range 5; phase 14; cd 10) blink rune of the titan (range 5; phase 14; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 7; phase 23; cd 16) blink rune of the warrior (range 7; phase 23; cd 16)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: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 19; cd 16) blink rune of the wizard (range 6; phase 19; cd 16)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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Eilinabeth the copper amulet Eilinabeth the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +20 (+5 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +2 Wil Changes resistances penetration: +10% mind Mental save: +6 (+5 eff.) Confusion immunity: +11% Stamina each turn: +1.00 Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
Kindleshear the copper amulet Kindleshear the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Con Changes resistances: +12% cold / +10% fire Changes resistances penetration: +15% fire Critical mult.: +5.00% Stamina each turn: +1.00 Amulets make your neck look great! |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
mindweaver's steel amulet of constitution (+3) mindweaver's steel amulet of constitution (+3)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +3 Con Mental save: +7 (+6 eff.) Confusion immunity: +11% Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. stabilizing gold amuletstabilizing gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% temporal Pinning immunity: +25% Knockback immunity: +29% Amulets make your neck look great! |
steel amulet 'Gerilaith' steel amulet 'Gerilaith'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Wil / +4 Cun Changes damage: +21% blight Talent mastery: +0.16 Technique / Superiority Light radius: +3 Amulets make your neck look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+9 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Torath TorathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex / +3 Con Changes resistances: +24% acid / +15% blight Changes resistances penetration: +5% blight / +10% temporal Changes damage: +12% acid / +12% temporal Spell save: +13 (+5 eff.) Maximum stamina: +22.00 Rings make your fingers look great! |
copper ring 'Crackleclamor' copper ring 'Crackleclamor'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight / +3% fire / +5% arcane / +9% darkness Changes damage: +3% lightning Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
copper ring 'Layawe' copper ring 'Layawe'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +18% blight Changes damage: +12% blight Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spell crit. chance: +3% Rings make your fingers look great! |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
rogue's gold ring of lightning (+24%) rogue's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
solipsist's steel ring of perseverance solipsist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Stun/Freeze immunity: +27% Life regen: +1.00 Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of frost (+22%) titan's copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Relgygorn (149% power, 2 apr) Relgygorn (149% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 149% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 34% * 12% chance to reduce strength, dexterity, and constitution by 24 On weapon crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Damage (Melee): +12 blight / +4 arcane Damage (radius 2) on crit: +16 acid When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 34% Changes resistances: +3% acid Massive two-handed battleaxes. |
Mayuda (104% power, 6 apr) Mayuda (104% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 nature When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to slow global speed by 40% * 10 arcane resource burn Changes stats: +6 Wil / +6 Con Maximum life: +52.00 Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
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: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 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. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger 'Bogwend' (117% power, 7 apr) dwarven-steel dagger 'Bogwend' (117% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 light Damage (radius 1) on hit: +16 acid Damage against: +18% Undead When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +9 Effects on melee hit: * 20% chance to slow global speed by 40% Changes stats: +5 Str Changes resistances penetration: +10% acid / +5% cold / +15% nature / +9% all Changes damage: +8% physical / +12% cold Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of crippling (117% power, 7 apr) plaguebringer's dwarven-steel dagger of crippling (117% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 24 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +6 blight When wielded/worn: Physical crit. chance: +7.0% Disease immunity: +12% Sharp, short and deadly. |
Boltminister the steel greatmaul (135% power, 2 apr) Boltminister the steel greatmaul (135% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 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% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Physical crit. chance: +20.0% Physical power: +10 (+2 eff.) Changes resistances: +5% arcane / +12% lightning Massive two-handed mauls. |
Sootpower the steel greatmaul (135% power, 2 apr) Sootpower the steel greatmaul (135% power, 2 apr)Requires: - Strength 16 Crafted by a master 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% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 13% Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +37 (+9 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes stats: +7 Str / +3 Dex Changes resistances: +3% acid Changes damage: +7% physical Disarm immunity: +34% Combat speed: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel greatmaul of massacre (168% power, 2 apr)chilling dwarven-steel greatmaul of massacre (168% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +21 cold Massive two-handed mauls. |
dwarven-steel greatmaul 'Puremortal' (166% power, 2 apr) dwarven-steel greatmaul 'Puremortal' (166% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 40% Damage when hit (Melee): 4 nature Changes resistances: +9% nature Disarm immunity: +39% Massive two-handed mauls. |
truestriking dwarven-steel greatsword (143% power, 2 apr) truestriking dwarven-steel greatsword (143% 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. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +12% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash longbowash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Longbows are used to shoot arrows at your foes. |
hateful dwarven-steel longsword of massacre (136% power, 4 apr) hateful dwarven-steel longsword of massacre (136% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +7% Living Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +30 physical / +14 % chance of confusion When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
vined mindstar 'Glorunor' (87% power, 18 apr, mind damage) vined mindstar 'Glorunor' (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +17 (+5 eff.) Damage (Melee): 5 mind / 7 darkness Changes resistances: +5% blight / +12% light Changes damage: +5% lightning / +7% physical / +6% darkness / +8% cold / +4% nature / +4% mind Talent granted: +1 Attune Mindstar Disease immunity: +34% Pinning immunity: +20% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
Ebonyqueller (120% power, 4 apr) Ebonyqueller (120% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes stats: +6 Str / +6 Dex / +4 Mag / +5 Wil / +7 Cun / +6 Con Changes resistances: +12% acid / +3% fire / +3% nature / +9% blight Changes resistances penetration: +15% lightning One-handed war axes. |
Rainvile the steel waraxe (118% power, 3 apr) Rainvile the steel waraxe (118% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Cun / +2 Mag Changes resistances: +6% cold Light radius: +3 One-handed war axes. |
Betoriatta the rough leather belt Betoriatta the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +2 Dex / +2 Cun / +4 Con Changes resistances: +9% nature / +3% lightning Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Gleyamira the hardened leather belt Gleyamira the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +1 Changes stats: +2 Str / +2 Con Changes resistances: +9% cold / +7% fire Only die when reaching: -80.00 life A belt that goes around your waist. |
blurring rough leather belt of transcendence blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Stealth bonus: +5 Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Balanceusher' rough leather belt 'Balanceusher'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 40% Damage when hit (Melee): 4 nature Changes stats: +5 Mag Changes resistances penetration: +5% nature Changes damage: +6% nature Maximum life: +33.00 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Dagoneg the Dimqueller (1 def, 0 armour) Dagoneg the Dimqueller (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +5% arcane Spell save: +7 (+3 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenuldir (1 def, 0 armour) Elenuldir (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Str / +1 Dex / +1 Con Changes resistances: +15% lightning Spell save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lorikalthorab the Arcreek (2 def, 0 armour) Lorikalthorab the Arcreek (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes resistances: +12% lightning Changes resistances penetration: +5% lightning / +10% fire Changes damage: +12% mind / +6% fire Physical save: +8 (+3 eff.) Mental save: +6 (+5 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Camuneg' (5 def, 4 armour) cashmere robe 'Camuneg' (5 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +6 Mag / +4 Wil Changes resistances: +12% acid / +8% light / +7% darkness / +11% all Changes damage: +14% light Spell save: +16 (+6 eff.) Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +5 Maximum life: +47.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of lightning (+25%) (0 def, 0 armour) dreamer's cashmere robe of lightning (+25%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +25% lightning / +12% mind / +12% darkness / +11% all Changes damage: +17% lightning Physical save: +14 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +24 (+14 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Bethyba the pair of dwarven-steel boots (0 def, 4 armour)Bethyba the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Changes stats: +2 Mag Physical save: +15 (+5 eff.) Silence immunity: +20% Stamina each turn: +0.40 Maximum life: +36.00 Light radius: +3 See invisible: +6 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dourfame (0 def, 9 armour) Dourfame (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 34% Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Changes damage: +3% acid Knockback immunity: +10% Maximum life: +80.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 36% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Islamina the Shadowvalor (0 def, 1 armour) Islamina the Shadowvalor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 40% Damage when hit (Melee): 2 darkness Changes stats: +2 Str / +2 Con Changes resistances: +3% darkness Changes resistances penetration: +15% darkness / +10% cold Changes damage: +3% cold It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Nerytira the Frigidwasp (0 def, 8 armour) Nerytira the Frigidwasp (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +8 Dex / +2 Wil / +5 Con Changes damage: +6% cold Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scabrigor (2 def, 4 armour) Scabrigor (2 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 40% Changes resistances: +6% acid / +3% nature / +5% arcane Changes resistances penetration: +5% light / +20% nature Poison immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
grounding pair of hardened leather boots of strife (0 def, 3 armour) grounding pair of hardened leather boots of strife (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Wil / +3 Con Changes resistances: +7% lightning / +5% temporal Changes resistances penetration: +6% physical Mindpower: +3 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of speed (0 def, 7 armour)miner's pair of dwarven-steel boots of speed (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Infravision radius: +1 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - 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 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 14 power out of 24/24) : Effective talent level: 4.0 Power cost: 14 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Singeknave' (0 def, 2 armour) hardened leather gloves 'Singeknave' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 5 lightning / 7 fire Changes stats: +4 Str Changes resistances: +5% lightning / +9% fire / +6% light Changes resistances penetration: +15% fire Changes damage: +5% lightning / +5% fire Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chilllash the iron helm (10 def, 7 armour) Chilllash the iron helm (10 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Armour: +7 Defense: +10 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 2 cold Changes stats: +2 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +2% physical Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.56 to 73.67 lightning damage (49.12 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Galdir the Greengash (0 def, 4 armour) Galdir the Greengash (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +3% lightning / +5% nature / +5% arcane / +3% blight Changes damage: +21% nature Spell save: +21 (+8 eff.) Maximum life: +50.00 Healing mod.: +13% 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. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
hardened leather cap 'Blazeraptor' (0 def, 3 armour) hardened leather cap 'Blazeraptor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +7 Dex Changes resistances: +3% temporal / +9% fire Changes resistances penetration: +5% mind / +15% fire Changes damage: +6% mind Equilibrium when hit: +0.16 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 652.4 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
leafwalker's rough leather cap of constitution (+2) (0 def, 1 armour) leafwalker's rough leather cap of constitution (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% nature Spell save: +3 (+1 eff.) Maximum life: +43.00 Healing mod.: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour of implacability (3 def, 13 armour)radiant dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +3 Wil Changes resistances: +15% blight / +12% darkness Physical save: +7 (+3 eff.) Light radius: +2 A suit of armour made of mail. |
Lightningwind the drakeskin leather armour (20 def, 8 armour) Lightningwind the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +9% lightning / +20% darkness / +15% blight / +23% cold / +9% mind / +3% nature Mental save: +20 (+12 eff.) Disease immunity: +20% Cut immunity: +10% Light radius: +2 A suit of armour made of leather. |
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. |
330 alchemist agate 330 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. |
7 aquamarine 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 lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
9 spinel 9 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Goriregohor the Healspire Goriregohor the HealspireInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +2% physical Changes damage: +3% nature / +9% physical Maximum life: +44.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 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. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 172 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Faligorn the iron torque of gale force [power 105] (13 cooldown) Faligorn the iron torque of gale force [power 105] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +4 Dex Changes resistances: +3% fire Changes resistances penetration: +5% physical Maximum stamina: +10.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 146 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of clear mind [power 2] (22 cooldown) cleansing steel torque of clear mind [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of mindblast [power 125] (10 cooldown) quick steel torque of mindblast [power 125] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 131 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Anudar [power 122] (13 cooldown) Anudar [power 122] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +2% physical Spell save: +3 (+1 eff.) Light radius: +3 See invisible: +9 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Mireglean' [power 122] (13 cooldown) elm totem of healing 'Mireglean' [power 122] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 40% Changes damage: +12% nature / +12% darkness Light radius: +1 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Jetslice' [power 296] (13 cooldown) yew totem of healing 'Jetslice' [power 296] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes resistances: +3% darkness Changes resistances penetration: +20% darkness / +25% fire Changes damage: +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 296 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 16% for 2 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. |
evasive yew wand of lightning storm [power 230] (13 cooldown) evasive yew wand of lightning storm [power 230] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (239 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
3 ametrine 3 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. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Layama the Skeleton Arcane Blade level 20
2nd Regrowth 123rd year of Ascendancy at 09:06 see stats
By Layama the Skeleton Arcane Blade level 22
6th Regrowth 123rd year of Ascendancy at 07:39 see stats
By Layama the Skeleton Arcane Blade level 10
26th Haze 122nd year of Ascendancy at 03:15 see stats
By Layama the Skeleton Arcane Blade level 20
3rd Allure 123rd year of Ascendancy at 07:00 see stats
By Layama the Skeleton Arcane Blade level 23
7th Regrowth 123rd year of Ascendancy at 22:07 see stats
By Layama the Skeleton Arcane Blade level 11
28th Haze 122nd year of Ascendancy at 15:36 see stats
By Layama the Skeleton Arcane Blade level 11
30th Haze 122nd year of Ascendancy at 04:31 see stats
By Layama the Skeleton Arcane Blade level 22
6th Regrowth 123rd year of Ascendancy at 23:10 see stats
By Layama the Skeleton Arcane Blade level 16
77th Haze 122nd year of Ascendancy at 09:55 see stats
Log
Porobrelle the netherworm mass leeches life from Layama!
Porobrelle the netherworm mass receives 71 healing from Layama.
Porobrelle the netherworm mass hits Layama for 57 temporal damage.
Porobrelle the netherworm mass is not dazed anymore.
Porobrelle the netherworm mass converts damage to paradox!
Porobrelle the netherworm mass leeches life from Layama!
Bleeding from Layama hits Porobrelle the netherworm mass for 8 healing, (12 webs of fate), (9 converted), 20 physical (20 total damage) [8 healing].
Webs of Fate hits Layama for 7 physical damage.
Layama casts Arcane Strike.
Layama casts Earthen Missiles.
Layama casts Earthen Missiles.
Porobrelle the netherworm mass is dazed!
Porobrelle the netherworm mass converts damage to paradox!
Porobrelle the netherworm mass leeches life from Layama!
Layama hits Porobrelle the netherworm mass for 84 healing, (62 webs of fate), (43 converted), 101 arcane, 2 healing, (2 webs of fate), (1 converted), 3 blight, 1 healing, (2 webs of fate), (1 converted), 3 lightning, 1 healing, (1 webs of fate), (1 converted), 2 mind, 61 healing, (45 webs of fate), (31 converted), 73 arcane, 2 healing, (2 webs of fate), (1 converted), 3 blight, 1 healing, (2 webs of fate), (1 converted), 3 lightning, 1 healing, (1 webs of fate), (1 converted), 2 mind (188 total damage) [154 healing].
Webs of Fate hits Layama for 68 arcane, 2 blight, 1 lightning, 1 mind, 50 arcane, 2 blight, 1 lightning, 1 mind (125 total damage).
Porobrelle the netherworm mass is not dazed anymore.
Porobrelle the netherworm mass converts damage to paradox!
Porobrelle the netherworm mass leeches life from Layama!
Layama's Earthen Missiles hits Porobrelle the netherworm mass for 33 healing, (25 webs of fate), (18 converted), 41 physical, 6 healing, (4 webs of fate), (3 converted), 7 physical (48 total damage) [39 healing].
Layama's Earthen Missiles hits Porobrelle the netherworm mass for 33 healing, (25 webs of fate), (18 converted), 41 physical, 6 healing, (4 webs of fate), (3 converted), 7 physical (48 total damage) [39 healing].
Layama's Earthen Missiles hits Porobrelle the netherworm mass for 33 healing, (25 webs of fate), (18 converted), 41 physical, 6 healing, (4 webs of fate), (3 converted), 7 physical (48 total damage) [39 healing].
Layama's Earthen Missiles hits Porobrelle the netherworm mass for 33 healing, (25 webs of fate), (18 converted), 41 physical, 6 healing, (4 webs of fate), (3 converted), 7 physical (48 total damage) [39 healing].
Layama's Earthen Missiles hits Porobrelle the netherworm mass for 33 healing, (25 webs of fate), (18 converted), 41 physical, 6 healing, (4 webs of fate), (3 converted), 7 physical (48 total damage) [39 healing].
Layama's Earthen Missiles hits Porobrelle the netherworm mass for 17 healing, (25 webs of fate), (18 converted), 41 physical, 6 healing, (4 webs of fate), (3 converted), 7 physical (48 total damage) [22 healing].
Webs of Fate hits Layama for 14 physical, 5 physical, 27 physical, 5 physical, 27 physical, 5 physical, 27 physical, 5 physical, 27 physical, 5 physical, 27 physical, 5 physical (176 total damage).
Talent Lightning is ready to use.
Porobrelle the netherworm mass casts Repulsion Blast.
Porobrelle the netherworm mass's spell attains critical power!