












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 63 / 71% |
Size | medium |
Lifes / Deaths | Killed by G2: Hollow's Inner Demon at level 63 on the 24th Haze 122nd year of Ascendancy at 22:44 / 1 |
Primary Stats
Strength | 51 (base 12) |
Dexterity | 102 (base 60) |
Constitution | 43 (base 40) |
Magic | 217 (base 73) |
Willpower | 35 (base 12) |
Cunning | 136 (base 60) |
Resources
Insanity | 38/100 |
Mana | 343/597 |
Psi | 90/145 |
Vim | 310/393 |
Life | -49/1487 |
Positive | 196/236 |
Stamina | 277/348 |
Paradox | 300 |
Healing Factor | 1.2397742564935 |
Regeneration | 0.30994356412338 |
Speed
Mental | +9.9999999999952% |
Attack | 0% |
Movement | +7.9999999999998% |
Spell | -4.7961634663807E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
See Stealth | 52.311177577819 |
See Invisible | 52.311177577819 |
Offense: Mainhand
Damage | 412 |
Accuracy | 87 |
Crit Chance | 89% |
APR | 21 |
Speed | 0.91 |
Offense: Spell
Spellpower | 135 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Acid | +37% |
Blight | +42% |
Arcane | +110% |
Cold | +80% |
All | +12% |
Lightning | +92% |
Light | +55% |
Temporal | +19% |
Physical | +28% |
Darkness | +22% |
Fire | +112% |
Mind | +22% |
Offense: Damage Penetration
Lightning | +35% |
Light | +30% |
Mind | +25% |
Cold | +25% |
Arcane | +45% |
Fire | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (73.607947236566%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 54 |
Mental Save | 41 |
Defense: Resistances
Lightning | + 45%( 70%) |
Acid | + 38%( 70%) |
Light | + 67%( 80%) |
Darkness | + 57%( 70%) |
Cold | + 33%( 70%) |
Arcane | + 43%( 70%) |
Fire | + 54%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Fear Resistance | 0% |
Stun Resistance | 16% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1185 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 283 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1071% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Absorption | 1.00 |
| 6/5 |
| 2/5 |
| 6/5 |
| 1/5 |
Demented / Tentacles | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.00 |
| 6/5 |
| 0/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 6/5 |
| 1/5 |
| 6/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: Random Artifact: Ce'Nussra | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: Random Artifact: Ulalethel (5 def, 11 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: Random Artifact: Snownaught (111% power, 3 apr, fire element) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 20): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 27): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 30): Rush Hour (191)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 31): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 33): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 119 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 36): Rush Hour (119)Turns left: 44 You completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Ivuvea the dreaming horror'. Infinite Dungeon Challenge (Level 39): Dream HunterYou completed the challenge and received: Random Artifact: Floekill (12 def, 7 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 42): ExterminatorYou completed the challenge and received: Random Artifact: Aeressra (140% power, 2 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 43): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 45): Rush Hour (245)Turns left: 23 You completed the challenge and received: Random Artifact: Siliselle | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 47): Mirror MatchYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 272 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 49): Rush Hour (272)Turns left: 41 You completed the challenge and received: Random Artifact: Cuthisazor (5 def, 10 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 54): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 55): MultiplicityTurns left: 0 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 56): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 58): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 60): Mirror MatchYou completed the challenge and received: Random Artifact: Cinderwake (114% power, 7 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 152 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 62): Rush Hour (152)Turns left: 34 You completed the challenge and received: Random Artifact: Nimbusmalice (136% power, 6 apr, darkness element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 8): Mirror MatchYou completed the challenge and received: Random Artifact: Eremarim (118% power, 7 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 287 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (287)Turns left: 106 You completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 Power: 198% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 185 damage Damage (Melee): +16 light Damage (radius 1) on hit: +8 light When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Changes resistances: +9% lightning Changes resistances penetration: +20% light / +10% lightning Changes damage: +6% light Critical mult.: +49.00% Massive two-handed mauls. |
Quiver | ![]() Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 163% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +10.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 204 physical damage On weapon crit: * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 lightning / +20 physical Damage (radius 1) on hit: +20 lightning Shots are used with slings to pummel your foes to death. This object's appearance was changed to Plumpkin Daper: Gembag. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Str / +6 Mag / +6 Wil Changes resistances penetration: +20% arcane Changes damage: +10% mind Maximum life: +69.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +10 Wil / +10 Mag Changes resistances: +25% acid / +25% fire / +25% lightning / +25% cold Changes damage: +25% acid / +25% fire / +25% lightning / +25% cold Spellpower: +15 (+2 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. This item has been sent to the Item's Vault. This object's appearance was changed to Plumpkin Daper: Head 2. |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 388 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +9 Mag Changes damage: +9% blight / +18% cold Critical mult.: +35.69% Spellpower: +31 (+5 eff.) It can be used to setup a psionic shield, reducing all damage taken by 141 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 31 Damage (Melee): 25 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 31 Damage (Ranged): 35 physical Changes stats: +7 Cun / +8 Mag Spell save: +16 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +2 Cun / +15 Mag Changes damage: +7% light / +7% temporal / +7% darkness / +16% physical Mental save: +6 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Maximum psi: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Combat speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stat: 160% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. This item has been sent to the Item's Vault. This object's appearance was changed to Invisible. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +3 Damage (Melee): 16 arcane Changes stats: +5 Dex / +15 Mag / +7 Wil / +6 Cun Changes resistances: +8% light / +8% darkness / +7% arcane Changes damage: +18% arcane Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +24 (+4 eff.) Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane Damage (radius 2) on crit: +28 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 2 area, doing 258.74 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 48 Changes stats: +12 Mag / +3 Con Changes resistances: +10% light / +10% darkness Changes resistances penetration: +25% mind Changes damage: +18% blight A belt that goes around your waist. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+3 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 6.1 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 660.54 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. This object's appearance was changed to Bindings of Eternal Night. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -695 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1391 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 828 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +8 Mag / +4 Cun Changes resistances: +25% mind Confusion immunity: +30% Infravision radius: +2 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +6 Con Changes resistances: +18% lightning / +11% temporal / +12% acid Pinning immunity: +22% Knockback immunity: +25% Light radius: +3 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +25 (+3 eff.) Fatigue: -4% Changes stats: +2 Str / +6 Dex / +5 Cun / +12 Con Changes resistances: +15% fire Changes resistances penetration: +10% arcane Life regen: +2.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Mag Changes resistances penetration: +10% arcane Changes damage: +6% arcane Mental save: +9 (+3 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 584 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Squalorwoe the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 23 arcane resource burn * 23% chance to slow global speed by 59% Damage when hit (Melee): 11 nature Changes resistances: +9% blight / +2% physical / +22% mind / +18% light Changes damage: +6% lightning Confusion immunity: +31% Only die when reaching: -90.16 life Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (235). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +10 Defense: +5 (+1 eff.) Changes stats: +3 Dex / +2 Con Changes resistances penetration: +5% acid Changes damage: +6% acid Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Con Life regen: +1.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Con Changes resistances: +30% temporal Pinning immunity: +36% Knockback immunity: +46% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% light / +10% darkness Blindness immunity: +22% Amulets make your neck look great! |
![]() voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +33% Infravision radius: +9 Sight radius: +2 See invisible: +15 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% cold Changes resistances penetration: +10% mind Physical save: +3 (+1 eff.) Maximum stamina: +30.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Cun / +2 Str Changes damage: +6% mind Equilibrium when hit: +0.08 Mindpower: +20 (+6 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Defense: +11 (+3 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 31 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 31 Damage (Ranged): 10 physical Changes stats: +6 Cun / +4 Mag Changes resistances: +9% nature / +3% blight Reduces incoming crit damage: 5.00% Life regen: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil / +3 Cun / +6 Con Changes resistances: +32% darkness / +9% blight Changes resistances penetration: +15% darkness / +25% temporal Changes damage: +16% darkness Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +5% blight / +5% nature / +3% darkness Changes damage: +6% darkness Poison immunity: +13% Disease immunity: +12% Light radius: +1 Infravision radius: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +6 Str / +6 Con Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +4 Dex Changes resistances: +22% darkness / +6% light Changes resistances penetration: +5% mind Changes damage: +11% darkness / +3% light Mental save: +7 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Damage (Melee): 22 light Damage (Ranged): 25 light Changes stats: +4 Mag Changes damage: +13% light Maximum encumbrance: +22 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Life regen: +6.00 Maximum life: +40.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con Spell save: +12 (+4 eff.) Life regen: +8.00 Maximum life: +55.00 Maximum stamina: +21.00 Healing mod.: +14% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 11 light Changes stats: +3 Mag / +1 Con Changes damage: +12% light Spell save: +12 (+4 eff.) Maximum stamina: +24.00 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 31 Damage (Melee): 16 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 31 Damage (Ranged): 7 physical Changes stats: +8 Cun / +6 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +6 Cun / +7 Wil Mindpower: +14 (+4 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% arcane Changes damage: +16% arcane Spell save: +9 (+3 eff.) Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% Damage Shield penetration: +30% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +10 (+5 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +11 (+3 eff.) Changes stats: +6 Mag Spell save: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
![]() Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 fire Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +24 (+5 eff.) Physical crit. chance: +16.0% Damage when hit (Melee): 2 arcane / 4 fire Changes stats: +6 Dex Changes resistances penetration: +15% fire Combat speed: +10% Massive two-handed battleaxes. |
![]() chilling iron battleaxe of ruin (113% power, 1 apr) Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 113% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 cold When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Critical mult.: +21.00% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 cold Damage (radius 1) on hit: +20 cold When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+2 eff.) Armour: +12 Damage when hit (Melee): 8 cold Changes stats: +8 Str / +3 Con Changes resistances penetration: +15% physical Disarm immunity: +34% Sharp, short and deadly. |
![]() Branimandil the Stokeusher (132% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +23 temporal When wielded/worn: Physical crit. chance: +8.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +18% lightning / +21% fire / +12% temporal Changes resistances penetration: +28% arcane / +28% fire Sharp, short and deadly. |
![]() Giligas the Scorchparry (151% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 151% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 acid / +20 fire Damage (radius 1) on hit: +16 nature / +23 fire When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 59% Changes resistances: +9% acid / +27% fire Changes resistances penetration: +28% nature Changes damage: +12% fire Sharp, short and deadly. |
![]() Spelldrinker (132% power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 105% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() blazebringer's voratun dagger of shearing (146% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +59 fire When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +19% fire / +15% all Global speed: +10% Sharp, short and deadly. |
![]() voratun dagger of evisceration (148% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Sharp, short and deadly. |
![]() warbringer's stralite dagger of shearing (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 139% Range: 1.3x Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Physical power: +12 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +8% all / +12% physical Disarm immunity: +28% Sharp, short and deadly. |
![]() Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +16 Physical crit. chance: +13.0% Armour: +10 Defense: +31 (+8 eff.) Changes resistances penetration: +26% physical Changes damage: +21% physical Critical mult.: +45.00% Massive two-handed swords. |
![]() Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() blazebringer's voratun greatsword of massacre (190% power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 191% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +110 fire When wielded/worn: Changes resistances penetration: +28% fire Global speed: +7% Massive two-handed swords. |
![]() caustic stralite greatsword (157% power, 3 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +47 acid / +41 nature When wielded/worn: Armour penetration: +10 Changes resistances penetration: +19% acid / +16% nature Massive two-handed swords. |
![]() stormbringer's voratun greatsword (171% power, 4 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +62 cold When wielded/worn: Changes resistances penetration: +33% lightning / +33% cold Movement speed: +62% Massive two-handed swords. |
![]() voratun greatsword 'Aruwen' (176% power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +42.0% Physical power: +21 (+3 eff.) Armour: +4 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +19 Str / +19 Dex / +16 Mag / +19 Wil / +19 Cun / +19 Con Changes resistances: +3% blight / +2% physical / +12% cold Silence immunity: +10% Teleport immunity: +10% Massive two-handed swords. |
![]() fungal dragonbone longbow of dampening Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +9 Con Changes resistances: +24% acid / +20% lightning / +21% cold / +20% fire / +11% all Talent mastery: +0.15 Wild-gift / Fungus Spell save: +23 (+7 eff.) It can be used to regenerate 258 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +15.0% Longbows are used to shoot arrows at your foes. |
![]() acidic voratun longsword of evisceration (154% power, 6 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 308 damage over 5 turns and reducing armor and accuracy by 39 * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +11.0% Physical power: +14 (+2 eff.) Sharp, long, and deadly. |
![]() Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Changes stats: +5 Str / +6 Dex / +5 Mag / +6 Wil / +4 Cun / +6 Con Sharp, long, and deadly. |
![]() voratun mace of rage (156% power, 6 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+5 eff.) Changes stats: +8 Str Changes damage: +13% physical Blunt and deadly. |
![]() Emirin the living mindstar (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +23 temporal When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Wil Changes resistances: +9% physical Changes resistances penetration: +10% physical Changes damage: +7% physical Talent granted: +1 Attune Mindstar Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +112.69 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +5 Str / +3 Dex Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mental save: +3 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +27 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. |
![]() Foglace (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 fire Damage (radius 1) on hit: +16 darkness When wielded/worn: Defense: +35 (+9 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances penetration: +10% darkness / +10% fire Changes damage: +10% lightning / +13% cold / +12% darkness / +16% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Pinning immunity: +39% Hate per kill: +5.00 Psi per kill: +4.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 It can be used to inflict 142.74 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
![]() Layabeth (108% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 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: +32 Crit. chance: +20.5% Attack speed: 100% On weapon hit: * 23% chance to reduce armor by 58% When wielded/worn: Physical power: +30 (+4 eff.) Damage (Melee): 13 acid Changes stats: +5 Str Changes resistances: +12% acid Changes resistances penetration: +13% acid Changes damage: +9% acid Talent granted: +1 Attune Mindstar Critical mult.: +22.54% Life regen: +4.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
![]() protector's living mindstar of flames (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes resistances: +20% fire / +8% all Changes resistances penetration: +11% fire Changes damage: +17% fire Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +8% 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. |
![]() Nimbusmalice (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +38 (+9 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 48 Changes resistances: +3% blight / +3% temporal Changes resistances penetration: +5% lightning / +32% blight Changes damage: +15% lightning / +6% temporal / +30% darkness Talent granted: +1 Command Staff Spellpower: +21 (+3 eff.) Spell crit. chance: +5% Light radius: +4 Damage Shield penetration: +24% Damage Shield Power: +20% Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 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 7 that illuminates the area and deals 377.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Tisus the Shockrend (136% power, 6 apr, cold element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +30 (+4 eff.) Defense: +29 (+7 eff.) Changes stats: +4 Con Changes resistances: +24% fire Changes resistances penetration: +28% lightning Changes damage: +12% acid / +30% cold Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 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 7 that illuminates the area and deals 377.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater yew starstaff (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% temporal / +20% darkness / +20% light Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew vilestaff of protection (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Changes resistances: +10% acid Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +3% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
![]() potent dragonbone magestaff of warding (144% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 145% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Maximum wards: +2 lightning Changes damage: +36% lightning Talents granted: +4 Ward +1 Command Staff Spellpower: +19 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood starstaff (140% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 141% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +33% physical Talent granted: +1 Command Staff Spellpower: +16 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() strafer's dwarven-steel steamgun of piercing Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +8 Changes resistances penetration: +9% all Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Flashhash (122% power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +23 fire Damage (radius 2) on crit: +23 lightning / +12 darkness When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +5 Dex Changes resistances: +9% lightning Changes resistances penetration: +28% fire Changes damage: +9% lightning Critical mult.: +15.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Combat speed: +10% One-handed war axes. |
![]() blazebringer's stralite waraxe of enduring (137% power, 5 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +69 fire When wielded/worn: Changes stats: +13 Con / +11 Wil Changes resistances penetration: +11% fire Maximum life: +90.00 Global speed: +6% One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +3 Wil Changes resistances: +1% physical / +6% mind / +6% cold Physical save: +12 (+6 eff.) Mental save: +5 (+2 eff.) Maximum life: +57.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +18% lightning / +21% temporal / +6% darkness / +9% blight / +9% fire Physical save: +14 (+7 eff.) Spell save: +3 (+1 eff.) Life regen: +1.60 Healing mod.: +21% Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +2 Wil Changes resistances: +6% blight Changes damage: +12% blight Light radius: +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +2 Str / +5 Dex Changes damage: +3% arcane / +9% blight Stealth bonus: +6 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 10 acid Changes stats: +2 Str / +11 Mag / +2 Cun / +3 Con Changes resistances: +9% blight Changes damage: +12% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% blight / +6% darkness Blindness immunity: +20% Disease immunity: +20% Teleport immunity: +10% Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+2 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. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +2 Wil Physical save: +11 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Ethereal Embrace. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Dex / +7 Con Changes resistances: +16% light / +9% all Changes resistances penetration: +10% light Changes damage: +14% nature / +11% light Poison immunity: +52% Disease immunity: +44% Infravision radius: +1 See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 58% Changes stats: +4 Str / +5 Mag / +4 Wil Changes resistances: +6% lightning / +5% cold / +16% acid / +9% all Changes damage: +12% lightning / +7% physical / +6% cold / +15% nature / +11% acid Physical save: +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +18% darkness / +19% mind / +15% all Physical save: +19 (+9 eff.) Spell save: +20 (+7 eff.) Mental save: +32 (+11 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +15 (+2 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. |
![]() focusing silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +15% blight / +13% all Life regen: +3.60 Mana each turn: +0.30 Psi each turn: +0.26 Maximum life: +87.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +18% acid / +20% physical / +20% fire / +17% cold / +15% all Changes damage: +24% acid / +24% physical / +30% light / +21% fire / +30% darkness / +23% cold Talent cooldown: Refit Golem (-6 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Str Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% mind / +5% cold A pair of boots made of leather. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 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 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 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 from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +11 Changes stats: +3 Cun / +3 Con Changes resistances: +9% acid / +3% nature Changes damage: +6% lightning Physical save: +11 (+5 eff.) Mental save: +15 (+5 eff.) Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. This object's appearance was changed to Cinderfeet. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Cun, 40% Str, 70% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +2 Con / +3 Mag Changes resistances penetration: +20% mind / +20% temporal Changes damage: +6% arcane / +6% mind When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 arcane Damage (radius 2) on crit: +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Crystle's Astral Bindings. |
![]() 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 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() corrosive drakeskin leather gloves of butchering (0 def, 3 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Physical power: +9 (+1 eff.) Armour: +3 Damage (Melee): 12 acid Changes resistances: +13% blight / +8% acid Changes damage: +9% acid Spell save: +13 (+5 eff.) When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +17 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). On weapon hit: * 20% chance to slow global speed by 59% * 14% chance to reduce armor by 58% Damage (radius 2) on crit: +12 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +6 Changes stats: +3 Str Mental save: +7 (+3 eff.) Maximum life: +49.00 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() psychic's iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 7 mind Changes stats: +3 Str Changes resistances: +6% mind Changes damage: +4% mind When used to modify unarmed attacks: Power: 115% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
![]() The Black Crown (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 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 264.2 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +4 Wil / +2 Cun Mental save: +8 (+3 eff.) Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +4 Wil Mana each turn: +1.50 Mana when hit: +1.20 Maximum mana: +58.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 30 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +4 Wil Spellpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() miner's voratun helm of ire (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +4 Str / +5 Con Physical save: +10 (+5 eff.) Mental save: +15 (+5 eff.) Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +12% light / +12% darkness A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Physical save: +12 (+6 eff.) A cap made of leather. |
![]() werebeast's dwarven-steel helm of precognition (8 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Defense: +8 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +5 Dex / +10 Cun / +6 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Blastdredge the voratun mail armour (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 8 lightning Changes stats: +7 Str / +9 Wil / +8 Cun / +7 Con Changes resistances: +3% physical Changes resistances penetration: +28% lightning Physical save: +14 (+7 eff.) Mental save: +25 (+9 eff.) Pinning immunity: +10% Maximum life: +100.00 A suit of armour made of mail. |
![]() dwarven-steel mail armour of the deep (3 def, 11 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +9% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() impenetrable dwarven-steel mail armour of the deep (3 def, 23 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: +23 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() searing iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +12% acid / +31% fire A suit of armour made of mail. |
![]() Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +7 Str / +3 Wil / +4 Cun / +3 Con Changes resistances penetration: +20% nature Changes damage: +6% nature / +18% fire Mental save: +10 (+4 eff.) A suit of armour made of leather. |
![]() radiant drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +5 Wil Changes resistances: +20% blight / +19% darkness Life regen: +4.00 Maximum life: +41.00 Light radius: +2 Healing mod.: +17% A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of Toknor (20 def, 13 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +13 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +28% fire / +26% physical Critical mult.: +20.00% A suit of armour made of leather. |
![]() shocking voratun shield of resilience (0 def, 10 armour, 181% power, 186 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +186 When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 19 lightning Talent granted: +1 Block Maximum life: +92.00 Handheld deflection devices. |
![]() voratun shield of shrapnel (0 def, 10 armour, 179% power, 215.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +216 When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 481 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() Blastnigh (24/57, 188% power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 57 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 204 physical damage On weapon crit: * Wound the target dealing 481 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +23 lightning / +60 physical Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +16 mind / +23 lightning When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
![]() Quiver of the Sun (25/25, 142% power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 60% Dex, 120% Mag Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 10 acid Changes stats: +10 Str / +16 Wil Changes resistances: +15% darkness Changes resistances penetration: +25% darkness Changes damage: +9% darkness Mindpower: +15 (+5 eff.) Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() soldier's dwarven-steel pickaxe (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 1/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex / +7 Mag Changes resistances: +9% acid Changes resistances penetration: +10% nature / +10% acid Maximum life: +62.00 Light radius: +4 Infravision radius: +2 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() survivor's brass lantern of the zealot Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Light radius: +3 Healing mod.: +13% 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. |
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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% nature See invisible: +3 It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 33 turns. When used: * Heal for 46. * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Str / +8 Cun / +16 Con See invisible: +25 It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +2 Con Changes resistances: +3% lightning Maximum wards: +5 acid / +6 fire / +5 lightning / +6 blight Changes damage: +6% blight Talent granted: +1 Ward Critical mult.: +10.00% Vim when firing critical spell: +2.16 It can be used to create a shield absorbing up to 530 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 38% chance to evade weapon attacks for 2 turns. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 2 nature / 6 fire Changes resistances: +9% acid Changes resistances penetration: +15% acid / +15% nature Changes damage: +12% nature It can be used to create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 G2: Hollow the Cornac Adventurer level 42
60th Dusk 122nd year of Ascendancy at 15:59 see stats
By G2: Hollow the Cornac Adventurer level 44
66th Dusk 122nd year of Ascendancy at 08:41 see stats
By G2: Hollow the Cornac Adventurer level 33
39th Dusk 122nd year of Ascendancy at 05:45 see stats
By G2: Hollow the Cornac Adventurer level 23
13rd Dusk 122nd year of Ascendancy at 01:40 see stats
By G2: Hollow the Cornac Adventurer level 12
2nd Flare 122nd year of Ascendancy at 19:09 see stats
By G2: Hollow the Cornac Adventurer level 25
18th Dusk 122nd year of Ascendancy at 09:54 see stats
By G2: Hollow the Cornac Adventurer level 33
39th Dusk 122nd year of Ascendancy at 01:12 see stats
By G2: Hollow the Cornac Adventurer level 42
59th Dusk 122nd year of Ascendancy at 08:44 see stats
By G2: Hollow the Cornac Adventurer level 49
77th Dusk 122nd year of Ascendancy at 15:46 see stats
By G2: Hollow the Cornac Adventurer level 61
21st Haze 122nd year of Ascendancy at 00:28 see stats
By G2: Hollow the Cornac Adventurer level 40
54th Dusk 122nd year of Ascendancy at 03:40 see stats
By G2: Hollow the Cornac Adventurer level 10
6th Mirth 122nd year of Ascendancy at 15:56 see stats
By G2: Hollow the Cornac Adventurer level 20
5th Dusk 122nd year of Ascendancy at 14:28 see stats
By G2: Hollow the Cornac Adventurer level 30
28th Dusk 122nd year of Ascendancy at 12:43 see stats
By G2: Hollow the Cornac Adventurer level 40
54th Dusk 122nd year of Ascendancy at 02:31 see stats
By G2: Hollow the Cornac Adventurer level 50
78th Dusk 122nd year of Ascendancy at 00:52 see stats
By G2: Hollow the Cornac Adventurer level 35
41st Dusk 122nd year of Ascendancy at 21:21 see stats
By G2: Hollow the Cornac Adventurer level 22
12nd Dusk 122nd year of Ascendancy at 12:10 see stats
By G2: Hollow the Cornac Adventurer level 20
7th Dusk 122nd year of Ascendancy at 09:35 see stats
By G2: Hollow the Cornac Adventurer level 59
13rd Haze 122nd year of Ascendancy at 05:24 see stats
By G2: Hollow the Cornac Adventurer level 24
14th Dusk 122nd year of Ascendancy at 22:53 see stats
By G2: Hollow the Cornac Adventurer level 17
9th Flare 122nd year of Ascendancy at 20:05 see stats
Log
Greater Weapon Focus from G2: Hollow hits Orc berserker for 1 fire, 1 cold, 1 lightning, 1 arcane, 17 fire, 8 cold, 14 lightning, 16 arcane, 17 fire, 8 cold, 14 lightning, 16 arcane, 64 fire, 29 cold, 50 lightning, 58 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 3 fire, 1 cold, 3 lightning, 3 arcane, 13 fire, 5 cold, 10 lightning, 11 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 1 cold, 2 lightning, 2 arcane, 4 fire, 2 cold, 3 lightning, 3 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 12 fire, 5 cold, 9 lightning, 10 arcane, 13 fire, 6 cold, 11 lightning, 12 arcane, 100 fire, 44 cold, 79 lightning, 89 arcane, 18 fire, 8 cold, 15 lightning, 16 arcane (845 total damage).
Greater Weapon Focus from G2: Hollow hits Netherworm mass for 2 fire, 1 cold, 1 lightning, 1 arcane, 24 fire, 17 cold, 20 lightning, 20 arcane, 24 fire, 18 cold, 20 lightning, 19 arcane, 25 fire, 18 cold, 19 lightning, 18 arcane (246 total damage).
G2: Hollow hits Cyrynne the snow giant chieftain for 1 fire, 1 cold, 1 lightning, 1 arcane (3 total damage).
Thunderstorm hits Cyrynne the snow giant chieftain for 7 fire, 4 cold, 5 lightning, 6 arcane, 8 fire, 4 cold, 5 lightning, 7 arcane (46 total damage).
Thunderstorm hits Ungolmor for 12 fire, 9 cold, 9 lightning, 10 arcane, 10 fire, 7 cold, 8 lightning, 8 arcane (74 total damage).
G2: Hollow prepares for the next kill!
G2: Hollow's Inner Demon activates Forcefield.
Greater Weapon Focus from G2: Hollow killed Ce'Nelewe the broken golem!
Greater Weapon Focus from G2: Hollow killed Orc berserker!
Greater Weapon Focus from G2: Hollow killed Netherworm mass!
Ungolmor misses G2: Hollow.
G2: Hollow's Inner Demon casts Surge of Power.
G2: Hollow's Inner Demon surges with an incredible power!
G2: Hollow's Inner Demon receives 306 healing from Surge of Power.
G2: Hollow's Inner Demon uses Infusion: Movement.
G2: Hollow's Inner Demon is moving at extreme speed!
G2: Hollow's Inner Demon slows down.
G2: Hollow's Inner Demon performs a melee critical strike against G2: Hollow!
G2: Hollow's Inner Demon casts Lightning.
G2: Hollow's Inner Demon's spell attains critical power!
G2: Hollow's Inner Demon performs a melee critical strike against G2: Hollow!
G2: Hollow's Inner Demon hits G2: Hollow for (135 abyssal shield), (141 flat reduction), 302 fire, (119 abyssal shield), (119 flat reduction), 0 cold, (82 to psi shield), (118 abyssal shield), (118 flat reduction), 0 lightning, (129 abyssal shield), (141 flat reduction), 237 arcane, (3 abyssal shield), (3 flat reduction), 0 fire, (1 abyssal shield), (1 flat reduction), 0 cold, (2 to psi shield), (1 abyssal shield), (1 flat reduction), 0 lightning, (1 abyssal shield), (1 flat reduction), 0 arcane, (4 abyssal shield), (4 flat reduction), 0 fire, (4 abyssal shield), (4 flat reduction), 0 cold, (2 to psi shield), (2 abyssal shield), (2 flat reduction), 0 lightning, (4 abyssal shield), (4 flat reduction), 0 arcane, (29 abyssal shield), (29 flat reduction), 0 fire, (11 abyssal shield), (11 flat reduction), 0 cold, (14 to psi shield), (11 abyssal shield), (11 flat reduction), 0 lightning, (11 abyssal shield), (11 flat reduction), 0 arcane, (3 abyssal shield), (3 flat reduction), 0 fire, (2 abyssal shield), (2 flat reduction), 0 cold, (1 to psi shield), (1 abyssal shield), (1 flat reduction), 0 lightning, (2 abyssal shield), (2 flat reduction), 0 arcane, (18 abyssal shield), (18 flat reduction), 0 fire, (14 abyssal shield), (14 flat reduction), 0 cold, (16 to psi shield), (12 abyssal shield), (12 flat reduction), 0 lightning, (17 abyssal shield), (17 flat reduction), 0 arcane, (3 abyssal shield), (3 flat reduction), 0 fire, (2 abyssal shield), (2 flat reduction), 0 cold, (1 to psi shield), (1 abyssal shield), (1 flat reduction), 0 lightning, (2 abyssal shield), (2 flat reduction), 0 arcane, (5 abyssal shield), (5 flat reduction), 0 fire, (3 abyssal shield), (3 flat reduction), 0 cold, (3 to psi shield), (2 abyssal shield), (2 flat reduction), 0 lightning, (3 abyssal shield), (3 flat reduction), 0 arcane, (7 abyssal shield), (7 flat reduction), 0 fire, (4 abyssal shield), (4 flat reduction), 0 cold, (3 to psi shield), (2 abyssal shield), (2 flat reduction), 0 lightning, (5 abyssal shield), (5 flat reduction), 0 arcane, (18 abyssal shield), (18 flat reduction), 0 fire, (8 abyssal shield), (8 flat reduction), 0 cold, (12 to psi shield), (9 abyssal shield), (9 flat reduction), 0 lightning, (10 abyssal shield), (10 flat reduction), 0 arcane, (122 abyssal shield), (141 flat reduction), 21 fire, (64 abyssal shield), (64 flat reduction), 0 cold, (82 to psi shield), (78 abyssal shield), (78 flat reduction), 0 lightning, (91 abyssal shield), (91 flat reduction), 0 arcane, (37 abyssal shield), (37 flat reduction), 0 fire, (11 abyssal shield), (11 flat reduction), 0 cold, (22 to psi shield), (16 abyssal shield), (16 flat reduction), 0 lightning, (17 abyssal shield), (17 flat reduction), 0 arcane, (114 abyssal shield), (141 flat reduction), 298 fire (858 total damage).
Melee retaliation hits G2: Hollow's Inner Demon for (1 abyssal shield), (1 flat reduction), 0 fire, (1 abyssal shield), (1 flat reduction), 0 cold, (0 to psi shield), (0 abyssal shield), (0 flat reduction), 0 lightning, (1 abyssal shield), (1 flat reduction), 0 arcane, (7 abyssal shield), (7 flat reduction), 0 fire, (6 abyssal shield), (6 flat reduction), 0 cold, (5 to psi shield), (4 abyssal shield), (4 flat reduction), 0 lightning, (6 abyssal shield), (6 flat reduction), 0 arcane, (2 abyssal shield), (2 flat reduction), 0 fire, (2 abyssal shield), (2 flat reduction), 0 cold, (1 to psi shield), (1 abyssal shield), (1 flat reduction), 0 lightning, (2 abyssal shield), (2 flat reduction), 0 arcane, (4 abyssal shield), (4 flat reduction), 0 fire, (3 abyssal shield), (3 flat reduction), 0 cold, (3 to psi shield), (2 abyssal shield), (2 flat reduction), 0 lightning, (4 abyssal shield), (4 flat reduction), 0 arcane, (1 abyssal shield), (1 flat reduction), 0 fire, (1 abyssal shield), (1 flat reduction), 0 cold, (0 to psi shield), (0 abyssal shield), (0 flat reduction), 0 lightning, (1 abyssal shield), (1 flat reduction), 0 arcane, (7 abyssal shield), (7 flat reduction), 0 fire, (6 abyssal shield), (6 flat reduction), 0 cold, (5 to psi shield), (4 abyssal shield), (4 flat reduction), 0 lightning, (7 abyssal shield), (7 flat reduction), 0 arcane, (2 abyssal shield), (2 flat reduction), 0 fire, (2 abyssal shield), (2 flat reduction), 0 cold, (1 to psi shield), (1 abyssal shield), (1 flat reduction), 0 lightning, (2 abyssal shield), (2 flat reduction), 0 arcane, (4 abyssal shield), (4 flat reduction), 0 fire, (3 abyssal shield), (3 flat reduction), 0 cold, (2 to psi shield), (2 abyssal shield), (2 flat reduction), 0 lightning, (3 abyssal shield), (3 flat reduction), 0 arcane (0 total damage).
G2: Hollow the level 63 cornac adventurer was scorched to death by a G2: Hollow's Inner Demon on level 62 of Infinite Dungeon.
G2: Hollow is dazed!
G2: Hollow's Inner Demon prepares for the next kill!
The furious lightning storm around G2: Hollow calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.