
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Drem |
Class | Adventurer |
Level / Exp | 174 / 70% |
Size | big |
Lifes / Deaths | Killed by Guide at level 26 on the 6th Wealth 122nd year of Ascendancy at 08:09 3 / 4Killed by Mayorawe the dreaming horror at level 99 on the 4th Gold 123rd year of Ascendancy at 12:32 Killed by Guide at level 140 on the 9th Profit 123rd year of Ascendancy at 02:32 Killed by Isariamira the fire wyrm at level 140 on the 9th Profit 123rd year of Ascendancy at 21:43 |
Primary Stats
Strength | 346 (base 100) |
Dexterity | 393 (base 100) |
Constitution | 376 (base 12) |
Magic | 408 (base 100) |
Willpower | 323 (base 100) |
Cunning | 406 (base 100) |
Resources
Mana | 1798/2616 |
Negative | 549/549 |
Steam | 100/100 |
Life | 7864/8578 |
Positive | 549/549 |
Stamina | 987/1390 |
Paradox | 513 |
Healing Factor | 2.5 |
Regeneration | 106.625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1043.1905953944% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 6.9999999999997 |
See Stealth | 157.82772273173 |
See Invisible | 171.82772273172 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 819 |
Accuracy | 142 |
Crit Chance | 162% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | 399 |
Accuracy | 142 |
Crit Chance | 165% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 179 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 147 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Blight | +24% |
Arcane | +37% |
Cold | +56% |
All | +9% |
Lightning | +181% |
Light | +63% |
Temporal | +20% |
Physical | +134% |
Darkness | +37% |
Mind | +24% |
Nature | +21% |
Offense: Damage Penetration
Lightning | +81% |
Light | +62% |
Physical | +81% |
Blight | +65% |
Arcane | +78% |
Mind | +55% |
All | +25% |
Defense: Base
Armour (hardiness) | 168.22279761362 (89.732535751911%) |
Defense | 174 |
Ranged Defense | 182 |
Fatigue | 0 |
Physical Save | 118 |
Spell Save | 107 |
Mental Save | 106 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 63%( 70%) |
Cold | + 70%( 70%) |
All | + 47%( 70%) |
Darkness | + 57%( 70%) |
Light | + 70%( 70%) |
Temporal | + 63%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 69%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Stoning Resistance | 0% |
Confusion Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 30% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 4079 damage for 7 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 4 turns and blocking 1105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2030% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 1167 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. |
Class Talents
Chronomancy / Temporal Guardian | 1.00 |
| 17/5 |
| 10/5 |
| 1/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 10/5 |
| 1/5 |
| 0/5 |
Demented / Void | 1.00 |
| 10/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Chronomancy / Spacetime Folding | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 12/5 |
Spell / Air | 1.40 |
| 16/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 13/5 |
| 17/5 |
Technique / Magical combat | 1.33 |
| 11/5 |
| 14/5 |
| 1/5 |
| 16/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 12/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Unarmed training | 1.00 |
| 1/5 |
| 15/5 |
| 11/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 10/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 17/5 |
| 1/5 |
| 11/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 1/5 |
| 7/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 11/5 |
| 1/5 |
| 5/5 |
| 14/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 4/5 |
| 7/5 |
| 6/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 11/5 |
| 1/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 15/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.00 |
| 17/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 8/5 |
| 1/5 |
| 8/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Chant of Fortress |
talent | Phase Pulse |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Disruption Shield |
talent | Pure Aether |
talent | Shielding |
talent | Arcane Feed |
talent | Hurricane |
talent | Energy Decomposition |
talent | Arcane Power |
talent | Aether Permeation |
talent | Tempest |
talent | Shock Hands |
talent | Hymn of Detection |
talent | Void Stars |
beneficial effect | All stats increased by 153. Pain Enhancement System |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 39, and granting a 9% chance to ignore critical hits. Precognition |
beneficial effect | Lightning Catcher has caught energy and is empowering you for +50% lightning damage and +10 to all stats. Caught Lightning |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Stay put, increasing your armour and defense by 2. Shoes of Moving Slowly |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 100): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 101): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 102): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 103): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 104): Rush Hour (233)Turns left: 85 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 105): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 106): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 107): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 108): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 109): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 11): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 110): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 111): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 112): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 113): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 161 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 114): Rush Hour (161)Turns left: 20 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 115): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Gukira the dreaming horror'. Infinite Dungeon Challenge (Level 116): Dream HunterYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 117): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 118): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 119): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 120): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 121): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 122): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 56 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 123): Rush Hour (56)Turns left: 45 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 124): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 125): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 275 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 126): Rush Hour (275)Turns left: 127 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 127): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 128): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 129): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 130): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 170 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 131): Rush Hour (170)Turns left: 118 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 132): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 133): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Xerekira the dreaming horror'. Infinite Dungeon Challenge (Level 134): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 135): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 136): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 137): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Mayorawe the dreaming horror'. Infinite Dungeon Challenge (Level 138): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 139): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 140): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 141): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 509 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 142): Rush Hour (509)Turns left: 238 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 56 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 143): Rush Hour (56)Turns left: 38 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 144): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 145): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 146): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 380 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 147): Rush Hour (380)Turns left: 177 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 148): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 149): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Layyrathra the dreaming horror'. Infinite Dungeon Challenge (Level 150): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 151): Rush Hour (227)Turns left: 182 You completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 152): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 224 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 153): Rush Hour (224)Turns left: 129 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 154): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 320 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 155): Rush Hour (320)Turns left: 229 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 156): ExterminatorYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 157): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 158): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 159): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 16): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 160): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 161): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 162): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 163): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 164): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 165): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 166): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 167): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 168): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 169): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 17): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 170): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 374 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 171): Rush Hour (374)Turns left: 245 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 172): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 173): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 174): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 175): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 176): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 177): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 178): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 179): Rush Hour (185)Turns left: 179 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 180): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 182): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 183): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 184): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 185): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 186): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 187): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 188): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 189): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 47 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 19): Rush Hour (47)Turns left: 43 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 203 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 190): Rush Hour (203)Turns left: 88 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 191): Rush Hour (200)Turns left: 158 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 192): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 193): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 194): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 195): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 196): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 197): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 198): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Islylelaith the dreaming horror'. Infinite Dungeon Challenge (Level 199): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 581 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 20): Rush Hour (581)Turns left: 54 You completed the challenge and received: +1 Prodigy Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 200): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 201): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 202): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 203): PacifistYou completed the challenge and received: +1 Generic Point and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 204): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 206): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 207): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 208): ExterminatorFoes left: 0 | active |
Proceed directly to the next Infinite Dungeon level in less than 272 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 209): Rush Hour (272)Turns left: 206 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 21): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 210): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 211): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 212): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 213): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 214): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 215): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 216): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 217): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 218): Headhunter2 / 3 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 219): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 22): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 220): Rush Hour (260)Turns left: 131 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 152 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 221): Rush Hour (152)Turns left: 69 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 222): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 149 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 223): Rush Hour (149)Turns left: 77 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 224): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 225): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 188 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 226): Rush Hour (188)Turns left: 121 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 248 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 227): Rush Hour (248)Turns left: 82 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 229): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 335 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (335)Turns left: 104 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 230): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 231): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 232): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 233): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 234): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 235): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 236): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 237): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Xytha the dreaming horror'. Infinite Dungeon Challenge (Level 238): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 239): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 278 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 240): Rush Hour (278)Turns left: 173 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 241): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 242): Rush Hour (116)Turns left: 88 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 243): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 244): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 245): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 1178 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 246): Rush Hour (1178)Turns left: 931 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 247): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 272 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 248): Rush Hour (272)Turns left: 99 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 249): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 25): Rush Hour (260)Turns left: 20 You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 250): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 251): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 252): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 253): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 254): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 255): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 256): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 254 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 257): Rush Hour (254)Turns left: 92 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 258): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 259): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 26): Pacifist | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 260): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 443 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 261): Rush Hour (443)Turns left: 390 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 262): Rush Hour (233)Turns left: 203 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 263): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 264): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 265): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 266): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 221 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 267): Rush Hour (221)Turns left: 135 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 268): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 269): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Poryriwen the dreaming horror'. Infinite Dungeon Challenge (Level 270): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 182 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 271): Rush Hour (182)Turns left: 116 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 272): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 273): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 274): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 275): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 276): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 277): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 278): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 650 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 28): Rush Hour (650)Turns left: 120 You completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Aduyalaith the dreaming horror'. Infinite Dungeon Challenge (Level 29): Dream Hunter | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 32): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Ivavea the dreaming horror'. Infinite Dungeon Challenge (Level 33): Dream HunterYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 392 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 35): Rush Hour (392)Turns left: 92 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 36): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 37): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 39): Headhunter0 / 4 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (185)Turns left: 55 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 41): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 42): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 44): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 45): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 47): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 48): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 482 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 49): Rush Hour (482)Turns left: 113 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 50): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 51): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 52): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 54): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 55): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 56): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 58): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 59): PacifistYou completed the challenge and received: +1 Category Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 239 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 60): Rush Hour (239)Turns left: 83 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 61): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 63): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 64): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 65): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 66): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 67): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 68): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 69): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Belorewe the dreaming horror'. Infinite Dungeon Challenge (Level 70): Dream HunterYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 71): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 72): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 173 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 73): Rush Hour (173)Turns left: 27 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 74): ExterminatorYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 75): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 77): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 368 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 78): Rush Hour (368)Turns left: 55 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 80): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 81): Headhunter1 / 3 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 82): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Silyda the dreaming horror'. Infinite Dungeon Challenge (Level 83): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 84): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 155 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 85): Rush Hour (155)Turns left: 83 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 95 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 86): Rush Hour (95)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 302 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 88): Rush Hour (302)Turns left: 77 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 89): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 90): PacifistYou completed the challenge and received: +1 Category Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 91): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 92): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 93): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Porobeth the dreaming horror'. Infinite Dungeon Challenge (Level 94): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 149 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 95): Rush Hour (149)Turns left: 65 You completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 96): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 97): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 98): Rush Hour (215)Turns left: 47 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 99): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+1 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 110.36 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 588.50 lightning and 491.52 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Armour: +4 Defense: +20 (+2 eff.) Damage when hit (Melee): 30 fire / 4 physical Changes stats: +3 Dex / +4 Con Changes resistances: +2% physical / +18% cold / +10% fire / +16% temporal Changes damage: +15% blight Critical mult.: +25.00% Physical save: +12 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +5 Defense after a teleport: +40 Resist all after a teleport: +39% New effects duration reduction after a teleport: +58% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +2 Defense: +28 (+3 eff.) Changes stats: +2 Str / +10 Cun / +2 Con Changes resistances: +15% lightning / +15% temporal / +3% physical Changes damage: +34% physical / +15% light / +11% temporal / +9% mind / +12% nature / +14% darkness Critical mult.: +15.00% Mental save: +15 (+3 eff.) Life regen: +5.40 Maximum psi: +20.00 Mindpower: +10 (+1 eff.) Damage Shield Power: +9% A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Talent granted: +5 Iron Grip Critical mult.: +20.00% Disarm immunity: +100% Spellpower: +12 (+1 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Str Changes resistances: +10% darkness / +6% light / +12% cold / +15% nature / +10% fire Critical mult.: +30.00% Spell save: +6 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +33.00 Maximum stamina: +29.00 Mindpower: +15 (+2 eff.) Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 95% Damage (Melee): 40 light Damage (Ranged): 40 light Changes stats: +9 Cun / +17 Mag Changes resistances: +6% blight Changes damage: +18% light Reduces incoming crit damage: 10.00% Blindness immunity: +20% Stun/Freeze immunity: +84% Life regen: +9.00 Maximum hate: +4.00 Spellpower: +15 (+2 eff.) Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +13 Dex / +2 Mag / +10 Cun Changes resistances: +3% physical Changes resistances penetration: +15% blight Changes damage: +12% physical Critical mult.: +15.00% Mental save: +15 (+3 eff.) Confusion immunity: +46% Life regen: +20.00 Mana each turn: +0.08 Mana when firing critical spell: +1.00 Maximum life: +100.00 Spellpower: +15 (+2 eff.) Light radius: +5 Healing mod.: +20% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 50% * 15% chance to blind Changes stats: +14 Dex / +2 Wil / +10 Cun / +10 Con Changes damage: +14% light / +14% darkness Talent mastery: +0.33 Technique / Magical combat Life regen: +5.00 Stamina each turn: +1.50 Mana each turn: +0.16 Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum vim: +30.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +4% Infravision radius: +4 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 150 damage On weapon crit: * Wound the target dealing 686 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 mind Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +39 (+5 eff.) Physical crit. chance: +14.0% Physical power: +12 (+1 eff.) Defense: +15 (+1 eff.) Changes stats: +8 Str / +5 Wil / +3 Cun Changes resistances: +9% blight Changes resistances penetration: +15% mind Changes damage: +15% physical Critical mult.: +30.00% Blindness immunity: +47% Cut immunity: +30% Disarm immunity: +45% Pinning immunity: +30% Maximum life: +80.00 Mental crit. chance: +4% Healing mod.: +10% One-handed war axes. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -15% Changes resistances: +30% lightning Maximum encumbrance: +50 Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In off hand | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 137 damage Damage (Melee): +20 mind When wielded/worn: Accuracy: +34 (+4 eff.) Defense: +12 (+1 eff.) Changes stats: +24 Str / +15 Dex / +14 Mag / +11 Wil / +13 Cun / +20 Con Changes resistances: +12% blight / +9% cold / +6% darkness / +9% acid Changes resistances penetration: +10% mind Changes damage: +11% physical Critical mult.: +15.00% Spell save: +9 (+2 eff.) Disarm immunity: +35% Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 33% chance to reduce strength, dexterity, and constitution by 56 Damage when hit (Melee): 8 fire Changes stats: +6 Mag / +12 Wil / +4 Cun Changes resistances: +15% blight / +30% lightning Changes resistances penetration: +25% blight / +15% arcane / +5% mind Changes damage: +11% arcane / +6% mind Critical mult.: +30.00% Spell save: +13 (+2 eff.) Stun/Freeze immunity: +50% Maximum mana: +178.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +4 Defense: +4 (+0 eff.) Damage when hit (Melee): 34 darkness Changes stats: +25 Str / +10 Dex / +24 Mag / +23 Wil / +10 Cun / +10 Con Changes resistances: +20% lightning / +3% darkness / +6% nature / +9% blight / +27% cold / +5% arcane / +15% all Changes damage: +45% lightning / +36% physical / +47% cold / +9% all Grants telepathy: Demon/Major Demon/Minor Physical save: +22 (+3 eff.) Spell save: +3 (+1 eff.) Poison immunity: +10% Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 42% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 8 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. |
![]() 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 96% 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. |
![]() 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 88% for 3 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. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 97% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 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 physical effect and reduce all damage taken by 98% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 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: 16 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 91% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 105% for 4 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 light, 5 blight, 5 fire, 4 mind, 4 arcane 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 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 and reflecting at most 6079 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 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: 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 4 turns and blocking 1497 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. 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. |
![]() 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 4661 damage for 9 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Defense: +68 (+7 eff.) Changes stats: +19 Str / +17 Dex / +21 Wil Changes damage: +14% blight / +25% fire Critical mult.: +29.00% Hate when firing a critical mind attack: +2.00 Maximum stamina: +20.00 Maximum hate: +6.00 Maximum psi: +30.00 Spellpower: +15 (+2 eff.) Mindpower: +25 (+3 eff.) Light radius: +2 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 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 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +3 Mag Changes resistances: +3% cold Changes resistances penetration: +15% mind / +5% cold Changes damage: +6% temporal / +8% light / +6% physical / +6% mind / +6% darkness Talent mastery: +0.33 Cunning / Trapping Physical save: +17 (+2 eff.) Spell save: +19 (+3 eff.) Mental save: +18 (+3 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +6 Dex / +6 Wil Changes resistances: +12% light / +14% darkness Changes damage: +9% lightning Physical save: +15 (+2 eff.) Spell save: +16 (+3 eff.) Mental save: +14 (+3 eff.) Blindness immunity: +32% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +25 (+3 eff.) Damage Shield penetration: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 28% chance to reduce strength, dexterity, and constitution by 56 Damage when hit (Melee): 14 mind Changes stats: +7 Dex / +7 Mag Spell save: +21 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +100.00 Maximum vim: +71.06 Spellpower: +35 (+4 eff.) Spell crit. chance: +7% Damage Shield penetration: +43% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+1 eff.) Changes stats: +3 Wil / +4 Mag Changes resistances: +26% fire / +26% cold Changes resistances cap: +3% all Changes resistances penetration: +25% light Changes damage: +7% darkness / +8% temporal / +7% light / +7% physical Physical save: +19 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+1 eff.) Fatigue: -10% Changes stats: +12 Dex / +7 Mag / +12 Cun / +12 Con Changes resistances: +30% temporal Changes resistances cap: +6% all Changes resistances penetration: +20% lightning / +20% fire Changes damage: +9% lightning Physical save: +23 (+3 eff.) Pinning immunity: +36% Knockback immunity: +50% Life regen: +5.00 Stamina each turn: +1.50 Light radius: +5 See invisible: +18 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 80 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 3455.81 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +19 Defense: +30 (+3 eff.) Changes stats: +10 Cun / +6 Con Changes resistances: +6% arcane / +6% light Critical mult.: +19.00% Physical save: +12 (+2 eff.) Blindness immunity: +25% Silence immunity: +20% Life regen: +11.00 Maximum life: +62.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +13 Str / +12 Dex / +6 Mag / +9 Wil / +4 Cun Changes resistances: +9% lightning / +15% cold / +21% nature Changes damage: +6% lightning / +7% temporal / +8% light / +18% physical / +6% cold / +6% nature / +8% darkness Reduces incoming crit damage: 25.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Light radius: +2 Combat speed: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +29 (+4 eff.) Armour penetration: +20 Defense: +30 (+3 eff.) Changes stats: +17 Lck / +4 Cun Changes resistances: +6% acid / +6% light Critical mult.: +19.00% Physical save: +23 (+3 eff.) Spell save: +25 (+4 eff.) Mental save: +27 (+5 eff.) Disease immunity: +22% Maximum hate: +4.00 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +8 (+1 eff.) Changes stats: +5 Str / +5 Dex / +5 Con Changes resistances: +9% blight / +32% fire / +9% temporal Changes damage: +16% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Defense: +17 (+2 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +9% lightning / +6% darkness / +24% acid Changes resistances penetration: +20% lightning / +15% temporal Changes damage: +12% lightning / +12% temporal / +6% acid Silence immunity: +50% Mana each turn: +0.40 Spellpower: +15 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 525.90 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+6 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +13 (+1 eff.) Changes stats: +9 Str / +9 Dex / +15 Cun / +7 Con Changes resistances: +20% blight / +3% fire Changes damage: +20% blight Critical mult.: +10.00% Equilibrium when hit: +0.08 Psi when hit: +0.12 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Armour: +10 Damage (Melee): 38 light Damage (Ranged): 40 light Changes stats: +10 Mag / +6 Con Changes resistances: +6% nature / +6% cold Changes damage: +20% light Spell save: +20 (+4 eff.) Mental save: +12 (+2 eff.) Life regen: +4.66 Psi when hit: +0.12 Maximum stamina: +23.00 Spellpower: +15 (+2 eff.) Mindpower: +15 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 53.94 cold and 81.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 597.21 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+1 eff.) Changes stats: +8 Mag / +6 Wil Spellpower: +15 (+2 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 95% Damage when hit (Melee): 2 acid Changes stats: +8 Str / +2 Dex / +6 Mag Changes damage: +6% nature Reduces incoming crit damage: 10.00% Rings make your fingers look great! |
![]() Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 166% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% On weapon crit: * Wound the target dealing 686 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 lightning Damage (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +12.0% Physical power: +50 (+4 eff.) Damage when hit (Melee): 4 lightning Changes stats: +7 Con Changes resistances penetration: +15% physical Disarm immunity: +34% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 159% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 95% When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +11 Damage when hit (Melee): 2 physical Changes stats: +2 Cun / +3 Mag Changes resistances penetration: +9% physical Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Infravision radius: +1 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +15 Changes stats: +11 Str / +13 Dex / +13 Mag / +14 Wil / +19 Cun / +13 Con Changes resistances: +9% temporal Changes resistances penetration: +9% all Infravision radius: +2 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 29% chance to reduce damage dealt by 50% Damage (Melee): +16 cold When wielded/worn: Accuracy: +39 (+5 eff.) Defense: +15 (+1 eff.) Damage when hit (Melee): 14 darkness Changes stats: +13 Str / +16 Dex / +10 Mag / +11 Wil / +13 Cun / +13 Con Changes resistances penetration: +20% light Disarm immunity: +50% Light radius: +4 Combat speed: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +10% Damage (Melee): +30 cold Damage (radius 2) on crit: +4 blight When wielded/worn: Armour penetration: +14 Physical crit. chance: +30.0% Defense: +25 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 56 Changes stats: +5 Mag Changes resistances penetration: +5% nature Changes damage: +12% arcane Critical mult.: +40.00% Mental save: +3 (+1 eff.) Pinning immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +25 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to reduce all saves and defense by 63 * 20% chance to slow global speed by 95% * Create an explosion dealing 223 lightning damage (1/turn) Damage (Melee): +4 mind When wielded/worn: Accuracy: +35 (+5 eff.) Defense: +14 (+1 eff.) Damage when hit (Melee): 6 acid / 2 nature Changes stats: +7 Str Changes resistances: +12% acid Changes resistances penetration: +19% lightning Changes damage: +16% lightning / +15% physical / +9% mind Disarm immunity: +35% Sharp, short and deadly. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 70% Mag, 35% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 151% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Str / +11 Dex / +11 Mag / +10 Wil / +9 Cun / +10 Con Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 153% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to slow global speed by 95% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +8 light / +32 physical / +19 darkness Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +12 lightning Damage against: +20% Living When wielded/worn: Armour penetration: +4 Physical power: +10 (+1 eff.) Damage when hit (Melee): 2 physical Changes stats: +15 Str / +13 Dex / +11 Mag / +11 Wil / +13 Cun / +11 Con Changes resistances penetration: +20% lightning / +15% light Sharp, short and deadly. |
![]() Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +11.0% Ammo reloads per turn: +8 Damage when hit (Melee): 4 cold Changes stats: +9 Mag / +2 Wil / +3 Con Changes resistances: +9% acid / +9% light / +15% lightning Changes resistances penetration: +10% cold / +23% physical / +15% temporal Changes damage: +15% temporal / +21% physical Talent mastery: +0.30 Chronomancy / Bow Threading Spell save: +12 (+2 eff.) Disarm immunity: +30% Only die when reaching: -80.00 life Light radius: +1 Healing mod.: +10% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 acid / +8 blight Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +53 lightning / +68 cold When wielded/worn: Effects on ranged hit: * 38% chance to reduce damage dealt by 50% Changes stats: +20 Str / +17 Dex / +26 Mag / +45 Wil / +20 Cun / +40 Con Changes resistances: +12% darkness / +12% acid Changes resistances penetration: +38% lightning / +33% cold Changes damage: +12% darkness Mana when firing critical spell: +2.00 Maximum life: +165.00 Movement speed: +70% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+3 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 448 to 896 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 428 temporal damage and slows enemies in radius 6 of the target by 438% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 373 damage over 5 turns and reducing armor and accuracy by 47 When wielded/worn: Accuracy: +50 (+6 eff.) Armour penetration: +14 Armour: +6 Defense: +20 (+2 eff.) Changes stats: +11 Str Changes resistances: +6% lightning / +6% blight / +6% acid Changes resistances penetration: +14% physical Changes damage: +9% blight / +13% physical / +21% lightning Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.26 Only die when reaching: -40.00 life Maximum mana: +40.00 Sharp, long, and deadly. |
![]() Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stats: 155% Mag, 40% Wil Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns) Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 1451.81 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 279.36 arcane and 279.48 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+3 eff.) Spell crit. chance: +12% It can be used to activate talent Flame (costing 3 power out of 3/3) : Effective talent level: 3.0 Power cost: 3 out of 3/3. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 521.45 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() Requires: - Willpower 24 - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 138% Range: 1.4x Uses stats: 60% Wil, 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Armour: +3 Changes resistances: +3% all Spell save: +18 (+3 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() Requires: - Magic 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+4 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 170% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +36 lightning / +45 cold When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning / +17% temporal Changes resistances penetration: +25% lightning / +25% cold Changes damage: +15% lightning Movement speed: +50% Sharp, long, and deadly. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 nature Damage (radius 1) on hit: +8 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +27.0% Armour: +6 Changes resistances: +3% lightning / +3% physical / +9% darkness / +3% acid Changes resistances penetration: +15% lightning Critical mult.: +35.00% Blindness immunity: +10% Teleport immunity: +10% Maximum life: +20.00 Sharp, long, and deadly. |
![]() Requires: - Magic 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 120% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 physical / +7 fire When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+0 eff.) Changes resistances penetration: +5% blight Changes damage: +3% blight Disarm immunity: +24% Sharp, long, and deadly. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 166% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 blight Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +90 fire When wielded/worn: Changes stats: +13 Str / +13 Dex / +12 Mag / +14 Wil / +13 Cun / +13 Con Changes resistances penetration: +10% darkness / +25% fire Changes damage: +9% arcane / +9% blight Mana each turn: +0.28 Global speed: +11% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to reduce strength, dexterity, and constitution by 56 Damage (Melee): +15 blight / +4 darkness Damage (radius 1) on hit: +8 cold When wielded/worn: Accuracy: +48 (+6 eff.) Armour penetration: +15 Effects on melee hit: * 20% chance to reduce damage dealt by 50% Changes stats: +11 Str Changes resistances penetration: +15% physical Changes damage: +11% physical / +3% arcane / +3% cold Critical mult.: +24.66% Maximum vim: +40.00 Sharp, long, and deadly. |
![]() Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 29% chance to reduce all saves and defense by 63 Damage when hit (Melee): 12 mind Changes stats: +25 Str / +19 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +27% cold Changes damage: +12% darkness / +30% cold Infravision radius: +4 Blunt and deadly. |
![]() Requires: - Willpower 30 - Magic 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+4 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+4 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+2 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 686 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 nature Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +15 Physical crit. chance: +13.0% Physical power: +40 (+3 eff.) Changes stats: +3 Str / +4 Dex Changes resistances penetration: +15% all Changes damage: +6% acid Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+2 eff.) One-handed war axes. |
![]() Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 148% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 686 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +13 Physical crit. chance: +29.0% Physical power: +12 (+1 eff.) Defense: +20 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 arcane Changes stats: +11 Str Changes resistances: +15% light / +3% darkness Changes damage: +15% physical Critical mult.: +35.00% Cut immunity: +20% Stun/Freeze immunity: +20% One-handed war axes. |
![]() Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 darkness / +12 physical Damage against: +16% Living When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +15 Physical crit. chance: +14.0% Defense: +15 (+1 eff.) Changes stats: +4 Str / +7 Dex Changes resistances: +9% lightning Critical mult.: +31.00% Stamina each turn: +3.00 Maximum life: +60.00 Combat speed: +10% One-handed war axes. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 686 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +12 arcane When wielded/worn: Armour penetration: +4 Physical crit. chance: +14.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 6 cold Changes stats: +17 Str / +12 Dex / +17 Mag / +8 Wil / +12 Cun / +13 Con Changes resistances penetration: +15% arcane Spellpower: +20 (+2 eff.) Spell crit. chance: +3% One-handed war axes. |
![]() Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 223 damage On weapon crit: * Splash the target with acid dealing 373 damage over 5 turns and reducing armor and accuracy by 47 Damage (Melee): +7 darkness Damage against: +7% Living When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +6% acid One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 130 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 3181, based on Magic) for 11 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Armour: +8 Defense: +21 (+2 eff.) Changes stats: +2 Dex / +4 Con Changes resistances penetration: +10% blight / +15% physical Critical mult.: +15.00% Stealth bonus: +15 Physical save: +9 (+1 eff.) Stamina each turn: +4.00 Maximum life: +57.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +5 Str / +6 Dex / +4 Mag / +4 Wil / +7 Cun / +5 Con / +6 Lck Trap disarming bonus: +24 Stealth bonus: +10 Physical save: +11 (+2 eff.) Maximum life: +62.00 Light radius: +2 Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 138 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 138 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 338.22 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 77 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 14 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 605.09 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +12 Mag / +18 Wil / +9 Cun / +4 Con Changes resistances: +9% light Reduces incoming crit damage: 15.00% Spell save: +13 (+2 eff.) Maximum mana: +79.00 Spell crit. chance: +5% Mental crit. chance: +8% Light radius: +3 Infravision radius: +4 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +24% temporal / +6% light / +30% cold / +9% mind / +20% darkness Changes damage: +6% cold / +6% fire Reduces incoming crit damage: 5.00% Spell save: +12 (+2 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +10% Cut immunity: +10% Maximum mana: +80.00 Defense after a teleport: +21 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +5 Mag / +7 Wil Changes resistances: +6% temporal / +11% all Changes resistances penetration: +20% temporal Changes damage: +15% acid / +21% temporal / +17% arcane Physical save: +18 (+3 eff.) Maximum mana: +43.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +18 Mag / +8 Wil / +5 Cun Changes resistances: +12% acid / +14% darkness / +30% light / +15% all Changes resistances penetration: +5% nature / +10% light Changes damage: +12% acid / +51% light / +30% darkness Mana each turn: +0.40 Psi each turn: +0.37 Maximum life: +70.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Light radius: +4 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+4 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+3 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 1% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (367 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (603 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Dex / +3 Mag / +6 Wil / +5 Cun Changes damage: +9% blight Critical mult.: +10.00% Physical save: +15 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +7 (+1 eff.) Maximum vim: +20.00 Spellpower: +30 (+3 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 crippling poison Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 102 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 307 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 70% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 105% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 60% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 347.05 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 50% Mag, 30% Cun, 40% Wil, 60% Str, 30% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 60% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +17 Armour Hardiness: +10% Fatigue: +5% Damage (Melee): 13 arcane Changes stats: +5 Mag / +6 Wil / +11 Con Changes resistances: +4% arcane / +8% physical Changes damage: +6% arcane Spellpower: +4 (+1 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +13 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Defense: +10 (+1 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+2 eff.) This jeweled crown shimmers with colors. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +16 Str / +4 Wil / +10 Con Critical mult.: +5.00% Physical save: +14 (+2 eff.) Mental save: +13 (+2 eff.) Psi when hit: +0.20 Maximum psi: +20.00 Mental crit. chance: +2% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +7 Mag / +17 Wil / +10 Cun Changes resistances: +15% blight Changes resistances penetration: +10% blight Critical mult.: +25.00% Spell save: +21 (+4 eff.) Mental save: +15 (+3 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Spell crit. chance: +9% Mindpower: +6 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 95% Changes stats: +7 Str / +7 Dex / +5 Mag / +4 Wil Changes resistances: +10% fire / +3% darkness / +9% cold Changes resistances penetration: +10% nature Changes damage: +11% blight / +9% darkness / +12% arcane / +6% nature Spell crit. chance: +3% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3944.4 Physical damage. If the attack hits, the target is confused (50% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Str / +6 Dex / +7 Wil / +18 Cun / +2 Con Mana each turn: +3.00 Mana when hit: +3.00 Equilibrium when hit: +3.00 Psi when hit: +2.50 Hate when hit: +3.00 Maximum mana: +110.00 Spellpower: +10 (+1 eff.) Mindpower: +4 (+1 eff.) Light radius: +2 See invisible: +9 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 7 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Dex / +8 Wil / +12 Cun / +3 Con Changes resistances: +9% acid / +20% physical / +16% darkness / +11% fire / +6% temporal / +13% cold Changes resistances penetration: +10% temporal Changes damage: +20% darkness / +19% physical Reduces incoming crit damage: 15.00% Mental save: +29 (+5 eff.) Maximum hate: +11.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 460 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +6 (+0 eff.) Armour: +5 Defense: +12 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to slow global speed by 95% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +15 Str / +10 Cun / +6 Con Changes resistances: +3% nature / +3% fire Changes damage: +6% mind Mental save: +3 (+1 eff.) Psi when hit: +0.24 Maximum hate: +2.00 See invisible: +9 A cap made of leather. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Armour: +9 Defense: +25 (+3 eff.) Fatigue: +5% Changes stats: +7 Str / +5 Wil / +5 Cun / +9 Con Changes resistances: +15% lightning / +21% temporal / +10% arcane / +9% acid Changes damage: +9% physical Mental save: +12 (+2 eff.) Disarm immunity: +20% Confusion immunity: +20% Teleport immunity: +20% Life regen: +2.00 Mindpower: +5 (+1 eff.) A hat made of leather. Very stylish. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+1 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 50% Damage when hit (Melee): 6 mind Changes stats: +8 Str / +5 Mag / +6 Wil Changes resistances: +6% darkness / +6% all Changes damage: +14% blight / +17% arcane / +24% darkness Physical save: +10 (+1 eff.) Spell crit. chance: +4% A hat made of leather. Very stylish. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +11 Mag / +13 Wil Changes resistances: +6% light Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Mana each turn: +2.40 Psi each turn: +0.38 Mana when hit: +3.00 Maximum mana: +97.00 Spellpower: +16 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Light radius: +5 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +12 Dex / +7 Mag / +15 Wil / +4 Cun Changes resistances: +18% temporal Changes resistances penetration: +20% mind Changes damage: +30% temporal Mental save: +12 (+2 eff.) Spellpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: +4 A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +6 Str / +8 Mag / +8 Wil / +5 Con Changes resistances: +18% cold Changes resistances penetration: +36% arcane Mental save: +18 (+3 eff.) Life regen: +5.82 Mana when firing critical spell: +2.91 Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% A hat made of leather. Very stylish. |
![]() Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +41 (+3 eff.) Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Changes stats: +15 Str / +15 Mag / +26 Wil / +7 Cun Changes resistances: +35% lightning Changes damage: +9% lightning / +9% blight Spell save: +12 (+2 eff.) Mental save: +25 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +42 (+4 eff.) Spell crit. chance: +18% Mindpower: +44 (+6 eff.) Mental crit. chance: +18% A suit of armour made of mail. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+1 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Mag / +3 Con Changes resistances: +11% nature Changes damage: +5% nature Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Maximum stamina: +10.00 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +8 Changes stats: +8 Str Changes resistances penetration: +25% physical Changes damage: +6% blight Physical save: +6 (+1 eff.) Mana each turn: +0.08 Spellpower: +15 (+2 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+1 eff.) Changes stats: +5 Cun Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil / +2 Con Changes resistances: +15% darkness Changes damage: +14% light / +14% mind Damage affinity(heal): +5% light Critical mult.: +20.00% Spell save: +9 (+2 eff.) Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +17 (+2 eff.) Light radius: +10 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 704.74 light damage. At talent level 3 you gain 80% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 63 Damage when hit (Melee): 2 mind / 2 cold Changes stats: +1 Con / +7 Wil Changes resistances: +14% blight / +6% cold / +25% temporal Changes resistances penetration: +10% cold Changes damage: +6% temporal Critical mult.: +19.00% Physical save: +13 (+2 eff.) Life regen: +15.00 Light radius: +6 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +1 Effects on melee hit: * 20% chance to reduce armor by 67% Changes stats: +2 Str / +8 Mag Changes resistances: +15% blight / +15% darkness Changes damage: +9% acid / +6% physical Physical save: +9 (+1 eff.) Blindness immunity: +50% Confusion immunity: +30% Stamina each turn: +3.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +10% Light radius: +13 Infravision radius: +6 See stealth: +25 See invisible: +37 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 62 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 67% Changes stats: +5 Wil Changes resistances: +3% acid Changes damage: +24% light Critical mult.: +13.00% Maximum life: +107.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces Infused by nature -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +16 Mag Changes resistances: +3% physical Changes resistances penetration: +15% physical Physical save: +15 (+2 eff.) Spellpower: +31 (+3 eff.) Light radius: +11 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 624.72 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight / +7% darkness Spellpower: +11 (+1 eff.) Spell crit. chance: +3% Light radius: +6 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 126 blight damage or heals 152 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +9% light Changes resistances penetration: +10% cold Critical mult.: +10.00% Spell save: +9 (+2 eff.) Mental crit. chance: +2% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 91. * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Dex / +1 Mag Changes resistances: +6% lightning / +3% temporal / +9% light Critical mult.: +15.00% Mental save: +9 (+2 eff.) Maximum psi: +20.00 Mindpower: +20 (+3 eff.) See invisible: +6 It can be used to sting an enemy dealing 678 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 3. * Increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +6% darkness Changes resistances penetration: +10% blight / +10% darkness / +10% nature Changes damage: +6% lightning Critical mult.: +20.00% Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Spellpower: +5 (+1 eff.) Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 59% for 2 turns. * Heal for 84. * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% blight / +5% arcane Maximum wards: +6 acid / +6 blight / +6 mind / +6 arcane Talent granted: +1 Ward Critical mult.: +5.00% Physical save: +12 (+2 eff.) Disease immunity: +10% Disarm immunity: +20% Teleport immunity: +32% Only die when reaching: -20.00 life It can be used to fire a magical bolt dealing 518 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 29% for 2 turns. * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% physical / +6% fire Changes damage: +9% fire Physical save: +9 (+1 eff.) Disease immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 568 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 609.60 temporal and 695.96 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Guide the Drem Adventurer level 98
1st Gold 123rd year of Ascendancy at 07:02 see stats
By Guide the Drem Adventurer level 54
13rd Loss 122nd year of Ascendancy at 05:12 see stats
By Guide the Drem Adventurer level 41
19th Dearth 122nd year of Ascendancy at 10:37 see stats
By Guide the Drem Adventurer level 135
28th Voratun 123rd year of Ascendancy at 21:04 see stats
By Guide the Drem Adventurer level 22
35th Profit 122nd year of Ascendancy at 03:32 see stats
By Guide the Drem Adventurer level 66
18th Shortage 122nd year of Ascendancy at 14:23 see stats
By Guide the Drem Adventurer level 12
4th Profit 122nd year of Ascendancy at 08:47 see stats
By Guide the Drem Adventurer level 75
14th Iron 123rd year of Ascendancy at 09:38 see stats
By Guide the Drem Adventurer level 106
24th Gold 123rd year of Ascendancy at 12:40 see stats
By Guide the Drem Adventurer level 20
28th Profit 122nd year of Ascendancy at 17:36 see stats
By Guide the Drem Adventurer level 136
1st Acquisition 123rd year of Ascendancy at 05:55 see stats
By Guide the Drem Adventurer level 26
6th Wealth 122nd year of Ascendancy at 11:36 see stats
By Guide the Drem Adventurer level 36
28th Wealth 122nd year of Ascendancy at 23:42 see stats
By Guide the Drem Adventurer level 42
19th Dearth 122nd year of Ascendancy at 21:25 see stats
By Guide the Drem Adventurer level 49
1st Loss 122nd year of Ascendancy at 01:18 see stats
By Guide the Drem Adventurer level 58
21st Loss 122nd year of Ascendancy at 02:19 see stats
By Guide the Drem Adventurer level 63
4th Shortage 122nd year of Ascendancy at 06:52 see stats
By Guide the Drem Adventurer level 70
25th Shortage 122nd year of Ascendancy at 01:30 see stats
By Guide the Drem Adventurer level 10
29th Voratun 122nd year of Ascendancy at 04:55 see stats
By Guide the Drem Adventurer level 20
28th Profit 122nd year of Ascendancy at 09:11 see stats
By Guide the Drem Adventurer level 30
12nd Wealth 122nd year of Ascendancy at 16:24 see stats
By Guide the Drem Adventurer level 40
12nd Dearth 122nd year of Ascendancy at 22:48 see stats
By Guide the Drem Adventurer level 50
2nd Loss 122nd year of Ascendancy at 23:00 see stats
By Guide the Drem Adventurer level 100
6th Gold 123rd year of Ascendancy at 21:14 see stats
By Guide the Drem Adventurer level 89
21st Steel 123rd year of Ascendancy at 22:49 see stats
By Guide the Drem Adventurer level 25
4th Wealth 122nd year of Ascendancy at 17:52 see stats
By Guide the Drem Adventurer level 49
1st Loss 122nd year of Ascendancy at 09:39 see stats
By Guide the Drem Adventurer level 28
9th Wealth 122nd year of Ascendancy at 15:42 see stats
By Guide the Drem Adventurer level 101
10th Gold 123rd year of Ascendancy at 21:39 see stats
By Guide the Drem Adventurer level 75
14th Iron 123rd year of Ascendancy at 18:25 see stats
By Guide the Drem Adventurer level 30
16th Wealth 122nd year of Ascendancy at 16:44 see stats
By Guide the Drem Adventurer level 18
25th Profit 122nd year of Ascendancy at 09:43 see stats
Log
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Quest 'Infinite Dungeon Challenge (Level 277): Exterminator' is done! (Press 'j' to see the quest log)
Guide has received: +3 Stat Points.
Quest 'Infinite Dungeon Challenge (Level 277): Exterminator' completed! (Press 'j' to see the quest log)
Guide deactivates Thunderstorm.
The furious lightning storm around Guide calms down and disappears.
Guide casts Precognition.
Umber hulk casts Mind Disruption.
Guide resists!
Ran for 2 turns (stop reason: hostile spotted to the south (quasit)).
Quasit rushes out!
Quasit misses Guide.
Guide revels in the pain.
Guide performs a melee critical strike against Quasit!
Quasit slows down.
Guide's tinker attains critical power!
Quasit is cut deeply.
Guide performs a melee critical strike against Quasit!
Quasit is afflicted by a crippling illness!
Guide's tinker attains critical power!
Quest 'Infinite Dungeon Challenge (Level 278): Pacifist' is failed! (Press 'j' to see the quest log)
Guide prepares for the next kill!
Guide hits Quasit for 5116 physical, 7 mind, 90 light, 156 lightning, 18 darkness, 15 mind, 988 light, 3517 physical, 25 mind, 90 light, 156 lightning, 18 darkness, 648 arcane, 1242 light (12086 total damage).
Guide killed Quasit!