Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 40 / 13% |
Size | medium |
Lifes / Deaths | Killed by Emeyatira the orc cryomancer at level 40 on the 11st Gold 123rd year of Ascendancy at 04:46 / 1 |
Primary Stats
Strength | 25 (base 13) |
Dexterity | 52 (base 33) |
Constitution | 25 (base 13) |
Magic | 84 (base 60) |
Willpower | 34 (base 10) |
Cunning | 73 (base 60) |
Resources
Life | -21/1166 |
Mana | 360/500 |
Equilibrium | 30 |
Insanity | 37/100 |
Healing Factor | 1.3245178243368 |
Regeneration | 6.9537185777684 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 52.954687854192 |
See Invisible | 88.954687854192 |
Offense: Mainhand
Damage | 65 |
Accuracy | 60 |
Crit Chance | 50% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +86% |
Acid | +28% |
Nature | +22% |
Temporal | +22% |
Blight | +36% |
Arcane | +13% |
Mind | +22% |
All | +7% |
Offense: Damage Penetration
Acid | +32% |
Temporal | +30% |
Darkness | +36% |
Fire | +27% |
Mind | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 40 (81.69962066283%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 39 |
Mental Save | 51 |
Defense: Resistances
Nature | + 56%( 70%) |
Darkness | + 62%( 70%) |
Light | + 34%( 70%) |
Temporal | + 46%( 70%) |
Blight | + 40%( 70%) |
Physical | + 42%( 70%) |
Cold | + 36%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 61% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 521 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 104 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. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Eilinuvea the master vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1025. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of greater demon bile. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed green worm. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Saliba the pair of hardened leather boots (0 def, 3 armour) Saliba the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Wil / +6 Mag Changes resistances: +18% darkness / +20% temporal Changes resistances penetration: +13% darkness / +13% temporal Changes damage: +6% arcane Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% A pair of boots made of leather. |
Light source | dwarven lantern 'Elenoharatir' dwarven lantern 'Elenoharatir'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +5 Wil Changes resistances: +6% blight / +6% temporal / +3% cold Changes resistances penetration: +7% all Critical mult.: +13.00% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Gloomreign the dwarven-steel helm (6 def, 10 armour) Gloomreign the dwarven-steel helm (6 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +6 Cun / +8 Dex Changes resistances: +15% darkness / +4% all Changes damage: +6% darkness Physical save: +9 (+4 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | extending dwarven-steel torque of clear mind [power 2] (21 cooldown) extending dwarven-steel torque of clear mind [power 2] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | Glona the stralite ring Glona the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +6 Wil Changes resistances: +9% nature / +9% cold Changes resistances penetration: +5% mind Changes damage: +7% all Mental save: +12 (+4 eff.) Stun/Freeze immunity: +39% Life regen: +5.00 Spellpower: +13 (+3 eff.) Mindpower: +16 (+5 eff.) Rings make your fingers look great! |
On fingers | steel ring 'Arolle' steel ring 'Arolle'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% blight Changes damage: +11% blight Mental save: +4 (+1 eff.) Blindness immunity: +23% Silence immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +3 See stealth: +9 See invisible: +9 Healing mod.: +20% Rings make your fingers look great! |
Around waist | hardened leather belt 'Betibrebeth' hardened leather belt 'Betibrebeth'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +4 (+2 eff.) Changes stats: +3 Str / +5 Dex / +2 Wil / +4 Cun Critical mult.: +8.00% Maximum life: +45.00 Mental crit. chance: +5% Infravision radius: +1 See invisible: +12 A belt that goes around your waist. |
In main hand | Hurathad the yew bonestaff (120% power, 4 apr, darkness element) Hurathad the yew bonestaff (120% power, 4 apr, darkness element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +3 Mag Changes resistances penetration: +25% acid Changes damage: +20% darkness / +6% acid Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% See invisible: +24 Staves designed for wielders of magic, by the greats of the art. |
On hands | Glussra the Darkserpent (0 def, 2 armour) Glussra the Darkserpent (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 light Changes resistances: +9% light Changes resistances penetration: +10% darkness / +20% fire Changes damage: +24% darkness Critical mult.: +11.00% Spell crit. chance: +9% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +11.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | cashmere cloak 'Gleamthorn' (2 def, 0 armour) cashmere cloak 'Gleamthorn' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +3 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +15% darkness Changes resistances penetration: +6% darkness / +10% temporal Changes damage: +11% darkness / +15% temporal Stealth bonus: +9 Spell save: +7 (+2 eff.) Maximum mana: +46.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard =6 con= Daneth's Neckguard =6 con=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 155; cd 10) healing infusion of the duelist (heal 155; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 208; cd 13) healing infusion of the wizard (heal 208; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 683%; cd 11) movement infusion of the wizard (speed 683%; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% 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. 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. |
regeneration infusion of the sneak (heal 389; 13 cd) regeneration infusion of the sneak (heal 389; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 149; 14 cd) regeneration infusion of the titan (heal 149; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 391; 12 cd) regeneration infusion of the titan (heal 391; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 346; 14 cd) regeneration infusion of the wizard (heal 346; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your 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. |
wild infusion of the duelist (res 27%; magical, physical; dur 3; cd 10) wild infusion of the duelist (res 27%; magical, physical; dur 3; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; mental; dur 4; cd 10) wild infusion of the psychic (res 23%; mental; dur 4; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 33%; magical, physical; dur 2; cd 10) wild infusion of the wizard (res 33%; magical, physical; dur 2; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. blink rune (range 3; phase 11; cd 14)blink rune (range 3; phase 11; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 69; cd 13) shatter afflictions rune of the psychic (absorb 69; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 69 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 327; dur 4; cd 17) shielding rune of the duelist (absorb 327; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 229; dur 4; cd 14) shielding rune of the titan (absorb 229; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 179; dur 4; cd 15) shielding rune of the warrior (absorb 179; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 318; dur 4; cd 15) shielding rune of the warrior (absorb 318; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 356; dur 3; cd 18) shielding rune of the wizard (absorb 356; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 51; blocks 5; dur 4; cd 12) stormshield rune of the duelist (threshold 51; blocks 5; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 5 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 10; blocks 5; dur 4; cd 14) stormshield rune of the titan (threshold 10; blocks 5; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 10 up to 5 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 50 power out of 60/60. The evilness of undeath radiates from this amulet. |
Murknoon MurknoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% lightning / +9% temporal / +13% mind / +5% arcane / +3% nature Changes resistances penetration: +25% fire Confusion immunity: +27% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Nerythra' gold amulet 'Nerythra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +22% lightning / +6% light Blindness immunity: +20% Cut immunity: +20% Silence immunity: +20% Stun/Freeze immunity: +32% Maximum psi: +40.00 Amulets make your neck look great! |
grounding copper amulet of dexterity (+3) =21 stun res= grounding copper amulet of dexterity (+3) =21 stun res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
grounding gold amulet of murder grounding gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Changes resistances: +13% lightning Critical mult.: +14.00% Stun/Freeze immunity: +28% Amulets make your neck look great! |
mindweaver's steel amulet of vision mindweaver's steel amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+2 eff.) Blindness immunity: +16% Confusion immunity: +12% Mindpower: +6 (+2 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
Berorab BerorabCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +18% lightning Changes damage: +15% acid Spell save: +9 (+3 eff.) Stun/Freeze immunity: +26% Life regen: +5.00 Rings make your fingers look great! |
Emith the Corruptionworm Emith the CorruptionwormCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 nature Changes damage: +6% arcane Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +32% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +22.00 Maximum mana: +60.00 Maximum vim: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Ravenblight the stralite ringRavenblight the stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 darkness / 4 temporal Changes resistances: +6% cold Mental save: +29 (+9 eff.) Blindness immunity: +20% Confusion immunity: +44% Only die when reaching: -80.00 life Maximum life: +100.00 Healing mod.: +10% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. TundraroarTundraroar Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Damage when hit (Melee): 10 acid / 4 cold / 4 nature Changes resistances penetration: +25% acid / +25% cold Silence immunity: +37% Mana each turn: +0.21 Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered 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? |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper citrine ring copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ring =5 dex= copper citrine ring =5 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
gold quartz ring gold quartz ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +6% fire / +5% arcane / +3% temporal Physical save: +31 (+14 eff.) Spell save: +34 (+11 eff.) Mental save: +33 (+10 eff.) Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
pixie's gold ring of sensing pixie's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Blindness immunity: +28% Spellpower: +8 (+2 eff.) Infravision radius: +4 See stealth: +10 See invisible: +11 Rings make your fingers look great! |
psionicist's gold ring of light (+22%) psionicist's gold ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +8 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of nature (+22%) savior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Rings make your fingers look great! |
sneakthief's gold ring of warding sneakthief's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +13% acid / +15% fire / +15% lightning / +13% cold Rings make your fingers look great! |
solipsist's stralite ring of power solipsist's stralite ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +5 Cun / +5 Wil Spellpower: +8 (+2 eff.) Mindpower: +18 (+6 eff.) Rings make your fingers look great! |
treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% nature / +7% blight Poison immunity: +13% Disease immunity: +15% Rings make your fingers look great! |
warrior's copper ring =3 str= warrior's copper ring =3 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Woespitter the dwarven-steel battleaxe (138% power, 5 apr)Woespitter the dwarven-steel battleaxe (138% power, 5 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 cold Damage (radius 1) on hit: +20 mind When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +4 Dex Changes resistances: +1% physical Critical mult.: +20.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Loamgrind (138% power, 9 apr)Loamgrind (138% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +9 Mag / +7 Wil Changes resistances: +6% fire Spell save: +15 (+5 eff.) Mental save: +18 (+6 eff.) Silence immunity: +20% Pinning immunity: +20% Teleport immunity: +20% Life regen: +4.00 Spellpower: +13 (+3 eff.) Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) =20 dex= Shantiz the Stormblade (111% power, 20 apr) =20 dex=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. truestriking stralite dagger of crippling (134% power, 9 apr)truestriking stralite dagger of crippling (134% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Physical crit. chance: +12.0% Changes resistances penetration: +10% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite greatsword 'Galehash' (160% power, 3 apr)stralite greatsword 'Galehash' (160% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +23 nature Damage (radius 1) on hit: +20 lightning / +20 arcane Damage (radius 2) on crit: +12 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +15% mind / +12% lightning Changes resistances penetration: +25% arcane Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow of piercingelven-wood longbow of piercing Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +20 Changes resistances penetration: +12% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Bokalach the Nimbusmire (140% power, 5 apr)Bokalach the Nimbusmire (140% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +9 Mag / +6 Wil Changes resistances: +9% mind / +9% acid Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +21% acid Spellpower: +13 (+3 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Darkspike the dwarven-steel longsword (129% power, 4 apr)Darkspike the dwarven-steel longsword (129% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 24% Damage (radius 1) on hit: +12 darkness / +13 fire When wielded/worn: Changes resistances: +15% blight / +18% fire Blindness immunity: +20% Pinning immunity: +20% Healing mod.: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Flashwrack the dwarven-steel longsword (130% power, 4 apr)Flashwrack the dwarven-steel longsword (130% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 light When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +10 Armour: +4 Changes resistances: +12% acid / +5% arcane / +15% darkness Changes resistances penetration: +6% all Reduces incoming crit damage: 10.00% Cut immunity: +20% Disarm immunity: +20% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite longsword of ruin (140% power, 5 apr)balanced stralite longsword of ruin (140% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Defense: +9 (+3 eff.) Critical mult.: +18.00% Disarm immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Lustrezeal the pulsing mindstar (107% power, 32 apr, mind damage)Lustrezeal the pulsing mindstar (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Wil Changes resistances penetration: +25% arcane Changes damage: +6% acid Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Spell save: +8 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
Ce'Nyrera the elven-wood magestaff (129% power, 5 apr, darkness element) Ce'Nyrera the elven-wood magestaff (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 31 arcane Changes stats: +6 Mag / +5 Cun / +5 Con Changes resistances: +9% darkness / +11% temporal Changes damage: +25% darkness / +6% blight Talent granted: +1 Command Staff Critical mult.: +23.00% N.Energy each turn: +0.20 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +142.00 Maximum vim: +82.00 Maximum neg.energy: +38.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +4% Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Scorchmonster (120% power, 4 apr, fire element)Scorchmonster (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Changes resistances: +6% blight Changes resistances penetration: +10% blight / +15% fire Changes damage: +35% fire Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +72.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Serpenthash (133% power, 4 apr, light element)Serpenthash (133% power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 134% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances penetration: +40% nature Changes damage: +24% lightning / +15% cold / +28% light Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Tadas the yew magestaff (120% power, 4 apr, fire element)Tadas the yew magestaff (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil / +5 Con Changes resistances: +15% mind Changes damage: +20% fire Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum vim: +25.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +11% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of protection (129% power, 5 apr, physical element)cruel elven-wood starstaff of protection (129% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% physical Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff (129% power, 5 apr, cold element)elven-wood magestaff (129% power, 5 apr, cold element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff 'Tyharahad' (129% power, 5 apr, fire element)elven-wood vilestaff 'Tyharahad' (129% power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +3 Changes stats: +8 Cun Changes resistances penetration: +15% mind / +15% physical Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +28.00% Psi when hit: +0.28 Spellpower: +12 (+3 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Ebonytrencher' (120% power, 4 apr, fire element)yew magestaff 'Ebonytrencher' (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+7 eff.) Changes resistances: +5% arcane Changes resistances penetration: +15% darkness Changes damage: +15% darkness / +20% fire / +9% arcane / +9% mind Talent granted: +1 Command Staff Mental save: +15 (+5 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Mental crit. chance: +5% Damage Shield penetration: +21% Damage Shield Power: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. flaming orite trident of vileness (146% power, 13 apr)flaming orite trident of vileness (146% power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +17 blight Damage (radius 1) on hit: +14 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. Aeraharagorn (123% power, 4 apr)Aeraharagorn (123% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +20 cold When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +6% mind / +9% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Areledur the dwarven-steel waraxe (119% power, 4 apr)Areledur the dwarven-steel waraxe (119% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Changes resistances: +5% arcane / +12% cold Changes resistances penetration: +20% blight Teleport immunity: +20% Maximum life: +40.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Razorblade, the Cursed Waraxe (147% power, 16 apr)Razorblade, the Cursed Waraxe (147% power, 16 apr) Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level. Scalddredge the stralite waraxe (137% power, 5 apr)Scalddredge the stralite waraxe (137% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 39% Damage (Melee): +20 acid Damage (radius 2) on crit: +20 mind When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +13 Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances: +6% acid / +18% fire Changes resistances penetration: +13% physical Changes damage: +9% light One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful voratun waraxe of crippling (149% power, 6 apr)hateful voratun waraxe of crippling (149% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 darkness Damage against: +12% Living When wielded/worn: Physical crit. chance: +9.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun waraxe of ruin (150% power, 6 apr)stormbringer's voratun waraxe of ruin (150% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +20 lightning / +11 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +8.0% Changes resistances penetration: +19% lightning / +12% cold Critical mult.: +15.00% Movement speed: +39% One-handed war axes. |
Zaniregoldir ZaniregoldirInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% light / +3% acid Physical save: +17 (+8 eff.) Disarm immunity: +20% Only die when reaching: -60.00 life Mindpower: +6 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Zanysakaltholach the rough leather belt =3 con= Zanysakaltholach the rough leather belt =3 con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Defense: +10 (+4 eff.) Damage when hit (Melee): 6 mind Changes stats: +3 Wil / +3 Con Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
blurring rough leather belt of unlife =undead= blurring rough leather belt of unlife =undead=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Changes resistances: +6% blight Stealth bonus: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Hazehunt'hardened leather belt 'Hazehunt' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +4 Changes stats: +2 Str / +4 Dex / +2 Wil Changes resistances: +10% fire / +11% cold Changes damage: +6% cold Critical mult.: +10.00% Physical save: +15 (+7 eff.) See invisible: +6 A belt that goes around your waist. |
Bethyvea (2 def, 0 armour) Bethyvea (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +9 Physical power: +20 (+7 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Mag / +6 Wil / +3 Cun Mental save: +10 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadownail the linen cloak (1 def, 6 armour) Shadownail the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +36% cold Changes resistances penetration: +25% darkness / +10% lightning Changes damage: +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Boryvor' (2 def, 0 armour) cashmere cloak 'Boryvor' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +1 Dex / +3 Mag / +4 Wil / +2 Cun Changes resistances: +12% darkness / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +10% darkness Stealth bonus: +6 Maximum mana: +60.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) =1 str 1 con= enveloping linen cloak of Iron Throne (7 def, 0 armour) =1 str 1 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Beebers' (1 def, 5 armour) linen cloak 'Beebers' (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +5 Defense: +1 (+1 eff.) Changes stats: +3 Str Changes resistances: +9% temporal / +10% cold Stamina each turn: +3.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blastnight (0 def, 0 armour) Blastnight (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Str / +11 Mag / +10 Wil Changes resistances: +12% lightning / +18% physical / +12% cold / +15% all Changes resistances penetration: +10% blight / +15% lightning Changes damage: +15% lightning / +28% physical / +21% cold / +18% arcane / +15% temporal Spell save: +6 (+2 eff.) Maximum mana: +71.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Deepsjam the silk robe (0 def, 0 armour)Deepsjam the silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +6% cold / +36% light / +13% all Changes resistances penetration: +25% lightning / +15% cold / +15% darkness Changes damage: +18% lightning / +9% cold / +24% light / +21% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour) dreamer's cashmere robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +9% blight / +12% darkness / +11% mind / +11% all Physical save: +13 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +23 (+7 eff.) Life regen: +2.10 Maximum life: +62.00 Healing mod.: +13% 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. |
dreamer's silk robe of alchemy (0 def, 0 armour) dreamer's silk robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +11% acid / +10% physical / +18% darkness / +13% fire / +15% cold / +14% mind / +13% all Changes damage: +17% acid / +20% physical / +6% fire / +9% cold Talent cooldown: Refit Golem (-2 turns) Physical save: +13 (+6 eff.) Spell save: +14 (+5 eff.) Mental save: +26 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering elven-silk robe of corrosion (+31%) (0 def, 0 armour)shimmering elven-silk robe of corrosion (+31%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +31% acid / +15% all Changes damage: +21% acid / +17% arcane Maximum mana: +61.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of frost (+15%) (0 def, 0 armour) =5 con= verdant woollen robe of frost (+15%) (0 def, 0 armour) =5 con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +9% all / +15% cold Changes damage: +10% nature / +10% cold Poison immunity: +21% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeroyamira the Galefiend (0 def, 1 armour) =15 dark pen= Aeroyamira the Galefiend (0 def, 1 armour) =15 dark pen=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% lightning / +6% temporal / +3% darkness Changes resistances penetration: +15% darkness Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Ebonyspire the pair of dwarven-steel boots (0 def, 4 armour)Ebonyspire the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 56% * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +4 Con Changes damage: +18% darkness / +12% blight It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zilin the pair of iron boots (0 def, 3 armour) =4 dex 3 con= Zilin the pair of iron boots (0 def, 3 armour) =4 dex 3 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +4 Dex / +3 Con Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Ruthless Grip (0 def, 5 armour)Ruthless Grip (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 17 power out of 30/30) : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 20.74 mind and 31.63 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 4.88 mind and 7.44 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 8.21 mind and 12.52 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
cinder rough leather gloves of strength (+2) (0 def, 1 armour) =2 str= cinder rough leather gloves of strength (+2) (0 def, 1 armour) =2 str=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +3% fire When used to modify unarmed attacks: Power: 102% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Isymina' (5 def, 1 armour) iron gauntlets 'Isymina' (5 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +9% darkness Reduces incoming crit damage: 5.00% Life regen: +3.00 Stamina each turn: +0.50 Maximum life: +40.00 Maximum stamina: +11.00 Maximum hate: +6.00 When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 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: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =4 dex= storm dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =4 dex=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning Changes stats: +4 Dex Changes resistances: +6% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +9 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Brightsmash (10 def, 8 armour) =4 con= Brightsmash (10 def, 8 armour) =4 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+4 eff.) Fatigue: +4% Changes stats: +4 Con Changes resistances: +3% light Changes damage: +3% fire Confusion immunity: +20% Teleport immunity: +20% Maximum life: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gilyrak (0 def, 3 armour) =6 dex= Gilyrak (0 def, 3 armour) =6 dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Changes stats: +6 Str / +6 Dex Critical mult.: +15.00% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum vim: +10.00 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 100.4 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Giwe the Heatorder (0 def, 3 armour)Giwe the Heatorder (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +2 Dex / +3 Con Changes resistances: +19% mind / +27% fire Changes damage: +24% fire Reduces incoming crit damage: 15.00% Mental save: +21 (+7 eff.) Confusion immunity: +30% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting cashmere wizard hat of knowledge (2 def, 0 armour)augmenting cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes damage: +9% acid / +6% lightning / +3% cold / +9% arcane / +7% fire Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of Eyal (5 def, 21 armour)impenetrable voratun mail armour of Eyal (5 def, 21 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +5.00 Maximum life: +46.00 Healing mod.: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Satyrcast (9 def, 6 armour)Satyrcast (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 10 lightning Changes resistances: +15% temporal / +6% blight / +6% fire / +9% nature / +23% cold Changes resistances penetration: +25% nature Changes damage: +6% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour of spell shielding (12 def, 7 armour)prismatic reinforced leather armour of spell shielding (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +13% light / +13% darkness / +9% arcane Spell save: +16 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. exposing stralite shield of cold resistance (+19%) (0 def, 8 armour, 143.5 block)exposing stralite shield of cold resistance (+19%) (0 def, 8 armour, 143.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 11% chance to reduce all saves and defense by 29 Effects when hit in melee: * 26% chance to reduce all saves and defense by 29 Changes resistances: +19% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield 'Thunderrage' (0 def, 17 armour, 193.5 block)stralite shield 'Thunderrage' (0 def, 17 armour, 193.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Fatigue: +8% Damage when hit (Melee): 6 temporal Changes resistances: +6% light Changes damage: +21% lightning / +18% temporal Talent granted: +1 Block Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of purity (0 def, 8 armour, 147 block)stralite shield of purity (0 def, 8 armour, 147 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +13% nature / +11% blight Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
973 alchemist agate 973 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dazzlearc (dig speed 29 turns) Dazzlearc (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +1 Str Changes resistances: +12% light Changes resistances penetration: +5% mind Light radius: +1 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rimeblack the dwarven-steel pickaxe (dig speed 15 turns) Rimeblack the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Changes resistances: +12% blight / +15% temporal Changes resistances penetration: +25% cold Changes damage: +3% cold Critical mult.: +15.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Yarinaridur the Taintqueller (dig speed 8 turns)Yarinaridur the Taintqueller (dig speed 8 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Defense: +5 (+2 eff.) Damage when hit (Melee): 4 mind / 2 nature Changes stats: +3 Str / +4 Dex Changes resistances: +15% nature / +8% physical Critical mult.: +5.00% Psi when hit: +0.04 Mindpower: +15 (+5 eff.) Infravision radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering iron pickaxe (dig speed 19 turns) shattering iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +11% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. soldier's dwarven-steel pickaxe (dig speed 15 turns)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: +3 Defense: +6 (+2 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cyramira the Swampwinnow Cyramira the SwampwinnowCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances: +3% nature Changes damage: +6% physical Only die when reaching: -20.00 life Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Emeluwen the Umbrablood Emeluwen the UmbrabloodInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% * 20% chance to reduce damage dealt by 24% Changes resistances: +3% lightning / +6% cold Changes damage: +3% darkness Physical save: +7 (+3 eff.) Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Frozentitan'alchemist's lamp 'Frozentitan' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Damage when hit (Melee): 6 mind Changes resistances penetration: +11% all Changes damage: +27% blight / +9% cold / +6% mind Hate when firing a critical mind attack: +3.00 Mental crit. chance: +6% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of psionic shield [power 25] (21 cooldown) iron torque of psionic shield [power 25] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Offalbraid [power 116] (17 cooldown) Offalbraid [power 116] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +6% nature Changes resistances penetration: +5% lightning Changes damage: +6% nature It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ragoharakath the elven-wood wand of shielding [power 338] (17 cooldown) Ragoharakath the elven-wood wand of shielding [power 338] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +3 Cun / +7 Str Maximum wards: +5 lightning / +4 temporal / +4 light / +3 nature Talent granted: +1 Ward Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 20% for 2 turns. * Reduce fatigue by 37% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Relgyyon [power 122] (17 cooldown) =4 con= Relgyyon [power 122] (17 cooldown) =4 con=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +20 (+7 eff.) Changes stats: +4 Con Changes resistances: +3% light Maximum stamina: +20.00 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Malos the Drem Writhing One level 36
23rd Steel 123rd year of Ascendancy at 05:29 see stats
By Malos the Drem Writhing One level 25
13rd Dearth 122nd year of Ascendancy at 14:06 see stats
By Malos the Drem Writhing One level 35
21st Steel 123rd year of Ascendancy at 10:19 see stats
By Malos the Drem Writhing One level 39
9th Gold 123rd year of Ascendancy at 16:43 see stats
By Malos the Drem Writhing One level 35
20th Steel 123rd year of Ascendancy at 02:55 see stats
By Malos the Drem Writhing One level 10
31st Voratun 122nd year of Ascendancy at 21:19 see stats
By Malos the Drem Writhing One level 38
5th Gold 123rd year of Ascendancy at 18:01 see stats
By Malos the Drem Writhing One level 33
16th Steel 123rd year of Ascendancy at 07:30 see stats
By Malos the Drem Writhing One level 29
11st Iron 123rd year of Ascendancy at 21:32 see stats
By Malos the Drem Writhing One level 23
29th Wealth 122nd year of Ascendancy at 17:57 see stats
By Malos the Drem Writhing One level 25
13rd Dearth 122nd year of Ascendancy at 13:43 see stats
By Malos the Drem Writhing One level 10
31st Voratun 122nd year of Ascendancy at 21:17 see stats
By Malos the Drem Writhing One level 20
12nd Wealth 122nd year of Ascendancy at 09:31 see stats
By Malos the Drem Writhing One level 30
12nd Iron 123rd year of Ascendancy at 18:45 see stats
By Malos the Drem Writhing One level 40
10th Gold 123rd year of Ascendancy at 20:34 see stats
By Malos the Drem Writhing One level 27
34th Dearth 122nd year of Ascendancy at 22:05 see stats
By Malos the Drem Writhing One level 31
9th Steel 123rd year of Ascendancy at 17:54 see stats
By Malos the Drem Writhing One level 22
28th Wealth 122nd year of Ascendancy at 22:41 see stats
By Malos the Drem Writhing One level 38
5th Gold 123rd year of Ascendancy at 23:03 see stats
By Malos the Drem Writhing One level 25
13rd Dearth 122nd year of Ascendancy at 14:06 see stats
By Malos the Drem Writhing One level 9
25th Voratun 122nd year of Ascendancy at 19:53 see stats
By Malos the Drem Writhing One level 25
13rd Dearth 122nd year of Ascendancy at 14:06 see stats
By Malos the Drem Writhing One level 27
19th Shortage 122nd year of Ascendancy at 22:42 see stats
By Malos the Drem Writhing One level 10
7th Profit 122nd year of Ascendancy at 16:06 see stats
By Malos the Drem Writhing One level 26
22nd Dearth 122nd year of Ascendancy at 02:26 see stats
By Malos the Drem Writhing One level 17
37th Profit 122nd year of Ascendancy at 06:34 see stats
By Malos the Drem Writhing One level 35
20th Steel 123rd year of Ascendancy at 11:50 see stats
Log
Gann the chitinous spider hits Malos for (28 absorbed), 108 physical, 17 physical (125 total damage).
Malos casts Lash Out.
You require a weapon and an empty offhand!
Malos casts Rune: Shatter Afflictions.
Malos rearms.
A shield forms around Malos.
Malos casts Worm that Walks.
Emeyatira the orc cryomancer's Static Shot performs a ranged critical strike against Worm that walks (servant of Malos)!
Worm that walks (servant of Malos) is recovering from the damage!
Worm that walks (servant of Malos) has finished recovering.
Malos casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Emeyatira the orc cryomancer's Static Shot misses Malos.
Gann the chitinous spider feels pain again.
Your shield crumbles under the damage!
The shield around Malos crumbles.
Worm that walks (servant of Malos) is pinned to the ground.
Malos is recovering from the damage!
Emeyatira the orc cryomancer's Static Shot performs a ranged critical strike against Gann the chitinous spider!
Gann the chitinous spider loses sight!
Emeyatira the orc cryomancer roars triumphantly.
Emeyatira the orc cryomancer's Static Shot performs a ranged critical strike against Malos!
You feel a surge of power as a powerful creature falls nearby.
Emeyatira the orc cryomancer's Static Shot hits Worm that walks (servant of Malos) for 183 lightning, 13 cold, 71 fire, 71 fire, 124 lightning, 13 cold, 71 fire, 71 fire, 69 fire (687 total damage).
Emeyatira the orc cryomancer's Static Shot hits Gann the chitinous spider for 157 lightning, 11 cold, 76 fire, 76 fire, 76 fire, 313 lightning, 11 cold, 71 fire (793 total damage).
Emeyatira the orc cryomancer's Static Shot hits Malos for (60 absorbed), 0 fire, (40 absorbed), 19 fire, 60 fire, 135 lightning, 9 cold, 60 fire, 43 fire (326 total damage).
Emeyatira the orc cryomancer's Static Shot hits Worm that walks (servant of Malos) for 119 lightning damage.
Emeyatira the orc cryomancer's Static Shot hits Gann the chitinous spider for 76 fire, 32 fire, 76 fire, 192 lightning (377 total damage).
Emeyatira the orc cryomancer's Static Shot hits Malos for 60 fire, 133 lightning, 13 acid, 25 fire, 60 fire, 60 fire, 108 lightning (458 total damage).
Malos the level 40 drem writhing one was volted to death by Emeyatira the orc cryomancer on level 1 of Ardhungol.