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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Oozemancer |
Level / Exp | 33 / 34% |
Size | big |
Lifes / Deaths | Killed by Salyth the sandworm at level 33 on the 65th Regrowth 123rd year of Ascendancy at 03:06 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 28 (base 21) |
Magic | 17 (base 10) |
Willpower | 93 (base 60) |
Cunning | 83 (base 60) |
Resources
Life | -158/883 |
Equilibrium | 78 |
Healing Factor | 1.6456298990389 |
Regeneration | 24.51691526581 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 44.805555453517 |
See Invisible | 44.805555453517 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 52 |
Accuracy | 48 |
Crit Chance | 27% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | 53 |
Accuracy | 48 |
Crit Chance | 29% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.6666666666667 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Acid | +18% |
Light | +12% |
Nature | +56% |
Cold | +11% |
Physical | +12% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +65% |
Nature | +20% |
Mind | +25% |
Arcane | +30% |
Cold | +19% |
All | +10% |
Defense: Base
Armour (hardiness) | 47 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 45 |
Mental Save | 41 |
Defense: Resistances
Physical | + 15%( 70%) |
Acid | + 70%( 70%) |
Nature | + 70%( 70%) |
Darkness | + 28%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 32%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 86% |
Bleed Resistance | 44% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 44% |
Blind Resistance | 44% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% 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. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Slime | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.80 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by steamgun turret. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Xanuratta the giant acid ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 68. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed wretchling eyeball. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed storm wyrm claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * You've found the needed ice wyrm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 61% (based on Cunning) Activation costs 34 power out of 17/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Emelyleta the alchemist's lamp Emelyleta the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Changes resistances: +18% acid Changes resistances penetration: +10% all Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 Light radius: +5 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | rough leather cap 'Festerspike' (0 def, 1 armour) =acidpen= rough leather cap 'Festerspike' (0 def, 1 armour) =acidpen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 68% Damage when hit (Melee): 2 acid Changes stats: +3 Str Changes resistances: +3% nature / +6% acid Changes resistances penetration: +25% acid Changes damage: +3% acid A cap made of leather. |
On hands | Islyth the voratun gauntlets (0 def, 9 armour) Islyth the voratun gauntlets (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage (Melee): 8 physical / 10 darkness / 21 mind Damage when hit (Melee): 6 mind Changes resistances: +11% blight / +17% darkness / +7% arcane Changes resistances penetration: +15% mind Changes damage: +3% mind / +4% physical Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +16 (+6 eff.) Mental save: -14 (-6 eff.) Mindpower: +36 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Salawen [power 2] (13/17 cooldown) Salawen [power 2] (13/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% nature / +2% physical Physical save: +9 (+3 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | steel ring 'Glintwhisper' steel ring 'Glintwhisper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Mag / +3 Wil Changes damage: +12% light Critical mult.: +10.00% Mental save: +3 (+1 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Equilibrium when hit: +0.04 Maximum psi: +40.00 Light radius: +2 Infravision radius: +3 Rings make your fingers look great! |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Cyralramira (16-17 power, 40 apr, mind damage) Cyralramira (16-17 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 40 Damage (Melee): +12 arcane When wielded/worn: Armour: +14 Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage (Melee): 15 cold Changes stats: +8 Cun / +4 Wil Changes resistances: +16% cold Changes resistances penetration: +20% arcane / +9% cold Changes damage: +11% cold Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Spell save: +8 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Elaba ElabaCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +16 Defense: +16 (+6 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +15% nature / +6% cold Changes resistances penetration: +5% acid Damage against: +21% Summoned Reduced damage from: +27% Summoned Physical save: +29 (+9 eff.) A belt that goes around your waist. |
In off hand | Oozing Heart (17-19 power, 25 apr, nature slow damage) Oozing Heart (17-19 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 14 power out of 20/20) : Effective talent level: 2.0 Power cost: 14 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 64.04 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Cloak | Shimmerprophet (10 def, 0 armour) =acidpen= Shimmerprophet (10 def, 0 armour) =acidpen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Mag / +5 Con Changes resistances penetration: +25% acid Changes damage: +9% lightning Physical save: +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
healing infusion of the psychic (heal 228; cd 11) healing infusion of the psychic (heal 228; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 785%; cd 10) movement infusion of the psychic (speed 785%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% 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 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. |
movement infusion of the titan (speed 528%; cd 8) movement infusion of the titan (speed 528%; cd 8)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% 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 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 240; 12 cd)regeneration infusion (heal 240; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 428; 15 cd) regeneration infusion of the psychic (heal 428; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 342; 12 cd) regeneration infusion of the sneak (heal 342; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 35%; mental; dur 4; cd 10) wild infusion of the sneak (res 35%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 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 35% 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. |
This item will automatically be transmogrified when you leave the level. ethereal rune (power 16; resist 19%; move 51%; dur 5; cd 21)ethereal rune (power 16; resist 19%; move 51%; dur 5; cd 21) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 51% faster, and you are invisible (power 16). 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. |
This item will automatically be transmogrified when you leave the level. ethereal rune (power 7; resist 19%; move 47%; dur 5; cd 22)ethereal rune (power 7; resist 19%; move 47%; dur 5; cd 22) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 47% faster, and you are invisible (power 7). 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. |
This item will automatically be transmogrified when you leave the level. shielding rune of the psychic (absorb 514; dur 5; cd 15)shielding rune of the psychic (absorb 514; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 514 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Sunwire SunwireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 arcane / 2 light Changes damage: +6% light / +3% arcane Life regen: +2.00 Light radius: +3 Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Quenchscar' =dex= copper amulet 'Quenchscar' =dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +15 (+5 eff.) Changes stats: +1 Str / +3 Dex / +2 Con Changes resistances penetration: +15% physical Changes damage: +3% cold Amulets make your neck look great! |
insulating steel amulet of mastery (0.13 Cunning / Survival) insulating steel amulet of mastery (0.13 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% fire / +13% cold Talent mastery: +0.13 Cunning / Survival Amulets make your neck look great! |
starlit copper amulet of willpower (+2) starlit copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Flashscar =dex= Flashscar =dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +3% lightning / +6% fire Changes damage: +6% fire Reduces incoming crit damage: 10.00% Cut immunity: +10% Stun/Freeze immunity: +20% Rings make your fingers look great! |
Ularain the Toxinkiller Ularain the ToxinkillerCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str / +5 Wil / +5 Cun / +2 Con Changes resistances: +5% arcane Changes damage: +18% nature Spell save: +10 (+4 eff.) Maximum stamina: +14.00 Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
marksman's gold ring of perseverance =sfimmu= marksman's gold ring of perseverance =sfimmu=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +28% Life regen: +1.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Xuldama the Blazefist (34-44 power, 9 apr)Xuldama the Blazefist (34-44 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 34.0 - 44.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 68% * 20% chance to reduce armor by 11% When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 11% Changes resistances penetration: +10% lightning Disarm immunity: +42% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel greatmaul of torment (42-62 power, 2 apr)warbringer's dwarven-steel greatmaul of torment (42-62 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Physical power: +12 (+5 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +24% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of massacre (47-75 power, 2 apr)balanced dwarven-steel greatsword of massacre (47-75 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+12 eff.) Defense: +9 (+3 eff.) Disarm immunity: +36% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of rage (46-74 power, 3 apr)stralite greatsword of rage (46-74 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+16 eff.) Changes stats: +6 Str Changes damage: +13% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatsword (52-83 power, 3 apr)warbringer's stralite greatsword (52-83 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+5 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +17% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Blackking the steel longsword (16-22 power, 3 apr)Blackking the steel longsword (16-22 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 32% * 9% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +9 blight Damage (radius 1) on hit: +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 8 cold Changes damage: +15% arcane / +18% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Emirethra (14-20 power, 3 apr)Emirethra (14-20 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+8 eff.) Defense: +18 (+6 eff.) Changes stats: +3 Cun Changes resistances: +5% arcane / +12% cold Disarm immunity: +31% Hate when firing a critical mind attack: +5.00 Maximum life: +80.00 Mental crit. chance: +4% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Rainwire (47-66 power, 5 apr)Rainwire (47-66 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +28 acid / +21 nature When wielded/worn: Armour penetration: +8 Physical crit. chance: +10.0% Physical power: +12 (+5 eff.) Damage when hit (Melee): 4 cold Changes stats: +6 Str / +1 Dex / +3 Cun / +1 Con Changes resistances penetration: +21% acid / +19% nature Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 27 power out of 40/40) : Effective talent level: 1.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 53 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 6 power out of 8/8) : Effective talent level: 2.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 133.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. mitotic pulsing mindstar of life (12-14 power, 32 apr, nature damage)mitotic pulsing mindstar of life (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +10.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 68% * 9% chance to reduce armor by 11% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +10.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic pulsing mindstar of venom (12-14 power, 32 apr, nature damage)mitotic pulsing mindstar of venom (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 68% * 10% chance to reduce armor by 11% When wielded/worn: Damage (Melee): 9 acid Changes resistances: +9% acid Changes resistances penetration: +7% acid Changes damage: +12% acid Talent granted: +1 Attune Mindstar Life regen: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic thorny mindstar (8-9 power, 24 apr, mind damage)mitotic thorny mindstar (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +10.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 68% * 10% chance to reduce armor by 11% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blazebringer's reinforced leather sling of cunning (+4)blazebringer's reinforced leather sling of cunning (+4) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +24 fire When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +7% physical / +10% fire Global speed: +3% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Glittervile the ash vilestaff (15-18 power, 3 apr, acid element)Glittervile the ash vilestaff (15-18 power, 3 apr, acid element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% mind Changes damage: +15% acid / +6% mind / +15% light Talent granted: +1 Command Staff Critical mult.: +14.00% Hate when firing a critical mind attack: +4.00 Maximum psi: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +10% Mindpower: +5 (+1 eff.) Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blighted yew vilestaff of channeling (20-24 power, 4 apr, blight element)blighted yew vilestaff of channeling (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Mana each turn: +0.17 Vim when firing critical spell: +3.00 Maximum vim: +28.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 20 turns. Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Glitterwend' =dex= rough leather belt 'Glitterwend' =dex=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +3 Cun / +4 Dex Maximum life: +36.00 Light radius: +1 See invisible: +3 A belt that goes around your waist. |
Erelurin the Dournigh (2 def, 8 armour) =acidpen= Erelurin the Dournigh (2 def, 8 armour) =acidpen=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +6 Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 8 darkness Changes stats: +3 Cun / +4 Dex Changes resistances: +15% blight / +18% cold / +15% nature / +3% acid Changes resistances penetration: +10% acid Life regen: +4.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gorelathachak' (2 def, 2 armour) =mag= cashmere cloak 'Gorelathachak' (2 def, 2 armour) =mag=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +1 Str / +4 Mag / +5 Cun / +4 Con Disease immunity: +20% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Obsidiantaint' (2 def, 0 armour) =acidpen= cashmere cloak 'Obsidiantaint' (2 def, 0 armour) =acidpen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Cun / +3 Dex Changes resistances: +12% darkness / +9% fire Changes resistances penetration: +15% acid Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing silk robe of the mountain (+10%) (0 def, 0 armour) focusing silk robe of the mountain (+10%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +13% all / +10% physical Changes damage: +10% physical Mana each turn: +0.14 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven silk robe (0 def, 0 armour)stormwoven silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +10% lightning / +9% cold / +13% all Changes damage: +16% lightning / +9% physical / +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Phoenixrot the pair of rough leather boots (0 def, 1 armour) =acidpen= Phoenixrot the pair of rough leather boots (0 def, 1 armour) =acidpen=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +12% acid Changes resistances penetration: +15% acid / +5% fire Changes damage: +3% acid / +3% fire Physical save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. reinforced pair of dwarven-steel boots of massiveness (0 def, 9 armour)reinforced pair of dwarven-steel boots of massiveness (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +5 Str / +5 Con Changes resistances: +8% acid / +10% fire / +7% lightning / +10% cold Changes damage: +7% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. alchemist's hardened leather gloves of dexterity (+3) (0 def, 2 armour)alchemist's hardened leather gloves of dexterity (+3) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+13 eff.) Armour: +2 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Dex / +2 Mag / +2 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Cleansevortex' (0 def, 8 armour) =natpen= hardened leather gloves 'Cleansevortex' (0 def, 8 armour) =natpen=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+16 eff.) Armour: +8 Damage (Melee): 6 physical Damage when hit (Melee): 2 nature Changes stats: +2 Dex Changes resistances: +3% nature Changes resistances penetration: +15% nature Changes damage: +3% physical Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of the iron hand (0 def, 7 armour) heroic dwarven-steel gauntlets of the iron hand (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Str / +3 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Mental save: +6 (+2 eff.) Disarm immunity: +28% Maximum life: +62.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Borybar (20 def, 6 armour) =dex= Borybar (20 def, 6 armour) =dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+7 eff.) Fatigue: +4% Changes stats: +6 Dex Reduces incoming crit damage: 10.00% Silence immunity: +20% Stun/Freeze immunity: +10% Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chamandil the Flowerpall (0 def, 1 armour) =natpen= Chamandil the Flowerpall (0 def, 1 armour) =natpen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 68% Changes stats: +1 Str / +2 Dex / +3 Cun Changes resistances penetration: +20% nature Physical save: +10 (+3 eff.) See invisible: +3 A cap made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 10 power out of 30/30) : Effective talent level: 1.0 Power cost: 10 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 59.65 to 178.94 lightning damage (119.29 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
This item will automatically be transmogrified when you leave the level. Hanagakan (0 def, 4 armour)Hanagakan (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun Changes resistances: +10% lightning / +8% temporal / +6% mind Changes resistances penetration: +25% mind Changes damage: +18% acid Critical mult.: +20.00% Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)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: +3 Wil / +4 Mag 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. |
This item will automatically be transmogrified when you leave the level. Rimelace the hardened leather cap (0 def, 3 armour)Rimelace the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 cold Changes stats: +5 Dex / +8 Wil / +4 Cun Changes damage: +9% cold Critical mult.: +15.00% Mindpower: +30 (+7 eff.) A cap made of leather. |
Zubenor the dwarven-steel helm (0 def, 4 armour) =str/dex= Zubenor the dwarven-steel helm (0 def, 4 armour) =str/dex=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +7 Str / +10 Dex / +4 Cun Changes resistances: +10% acid / +8% fire / +8% lightning / +10% cold Mental save: +3 (+1 eff.) Silence immunity: +10% Disarm immunity: +20% Teleport immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 43.7 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. eldritch cashmere wizard hat of decomposition (2 def, 0 armour)eldritch cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% lightning / +5% temporal / +6% light / +3% fire / +3% nature / +4% acid / +5% blight / +5% cold / +4% darkness Mana each turn: +0.70 Mana when hit: +1.30 Maximum mana: +57.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 6 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
grounding iron helm of the depths (0 def, 3 armour) =water= grounding iron helm of the depths (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% lightning / +6% cold / +6% temporal Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Skybiter the dwarven-steel mail armour (3 def, 18 armour)Skybiter the dwarven-steel mail armour (3 def, 18 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 lightning / 8 fire Changes resistances: +15% fire Changes resistances penetration: +15% darkness Changes damage: +15% lightning / +6% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour of lightning resistance (12 def, 7 armour)prismatic reinforced leather armour of lightning resistance (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +19% lightning / +12% light / +14% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Eyal (12 def, 7 armour)reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Life regen: +5.00 Maximum life: +44.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of command (21 def, 13 armour)rejuvenating reinforced leather armour of command (21 def, 13 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +21 (+7 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +15 (+5 eff.) Life regen: +4.00 Stamina each turn: +0.60 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of shrapnel (0 def, 6 armour, 82.5 block)dwarven-steel shield of shrapnel (0 def, 6 armour, 82.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 141 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of the stars (0 def, 8 armour, 144.5 block)stralite shield of the stars (0 def, 8 armour, 144.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +4 Cun / +5 Mag Changes resistances: +13% light / +13% darkness Changes damage: +11% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
537 alchemist agate 537 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aduta the Wildpassion (dig speed 38 turns) Aduta the Wildpassion (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 68% Damage when hit (Melee): 2 nature / 2 fire Changes stats: +3 Str Changes resistances: +3% nature Changes resistances penetration: +10% acid Changes damage: +3% acid / +15% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns) dwarven-steel pickaxe of Reknor (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of Reknor (dig speed 16 turns)dwarven-steel pickaxe of Reknor (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Belykira' (dig speed 38 turns) =dex= iron pickaxe 'Belykira' (dig speed 38 turns) =dex=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +7 Dex / +4 Cun Changes resistances: +11% nature / +9% temporal Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 53 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(145 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of clarityalchemist's lamp of clarity Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer's brass lantern of health dreamer's brass lantern of healthInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +4 (+2 eff.) Maximum life: +47.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +4% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. ethereal alchemist's lamp of clarityethereal alchemist's lamp of clarity Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Mental save: +7 (+3 eff.) Spellpower: +8 (+2 eff.) Light radius: +6 See stealth: +10 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. nightwalker's alchemist's lampnightwalker's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +13.00% Spell save: +10 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. scorching alchemist's lampscorching alchemist's lamp Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +7% fire Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 134 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots of wind (18/18, 54-65 power, 5 apr)barbed pouch of stralite shots of wind (18/18, 54-65 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 101 physical damage On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Belegalle the steel torque of mindblast [power 175] (13/10 cooldown) Belegalle the steel torque of mindblast [power 175] (13/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +5% arcane Changes damage: +18% mind Mental crit. chance: +3% It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Beuroddamalar the Sepsisransom [power 160] (13/10 cooldown) Beuroddamalar the Sepsisransom [power 160] (13/10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% nature / +5% arcane Changes damage: +9% nature It can be used to blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 12 power out of 35/35) : Effective talent level: 3.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 98 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
innervating yew totem of stinging [power 296] (13/10 cooldown) innervating yew totem of stinging [power 296] (13/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 462 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. yew totem of healing 'Floemortal' [power 296] (13/10 cooldown)yew totem of healing 'Floemortal' [power 296] (13/10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% cold Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 296 Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Glacieronslaught the ash wand of shielding [power 212] (13/14 cooldown)Glacieronslaught the ash wand of shielding [power 212] (13/14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% cold Changes resistances penetration: +15% cold Changes damage: +15% cold Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% It can be used to create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. focusing yew wand of conjuration [power 210] (13/10 cooldown)focusing yew wand of conjuration [power 210] (13/10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 233 cold damage Activation puts all charms on cooldown for 10 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Blob King the Krog Oozemancer level 28
76th Haze 122nd year of Ascendancy at 05:06 see stats
By Blob King the Krog Oozemancer level 17
7th Haze 122nd year of Ascendancy at 17:37 see stats
By Blob King the Krog Oozemancer level 31
25th Regrowth 123rd year of Ascendancy at 12:09 see stats
By Blob King the Krog Oozemancer level 21
22nd Haze 122nd year of Ascendancy at 00:30 see stats
By Blob King the Krog Oozemancer level 30
18th Regrowth 123rd year of Ascendancy at 07:25 see stats
By Blob King the Krog Oozemancer level 30
13rd Regrowth 123rd year of Ascendancy at 22:50 see stats
By Blob King the Krog Oozemancer level 31
25th Regrowth 123rd year of Ascendancy at 13:28 see stats
By Blob King the Krog Oozemancer level 10
49th Dusk 122nd year of Ascendancy at 10:19 see stats
By Blob King the Krog Oozemancer level 20
16th Haze 122nd year of Ascendancy at 21:30 see stats
By Blob King the Krog Oozemancer level 30
9th Decay 122nd year of Ascendancy at 16:23 see stats
By Blob King the Krog Oozemancer level 25
38th Haze 122nd year of Ascendancy at 00:54 see stats
By Blob King the Krog Oozemancer level 25
62nd Haze 122nd year of Ascendancy at 00:09 see stats
By Blob King the Krog Oozemancer level 8
37th Dusk 122nd year of Ascendancy at 03:53 see stats
By Blob King the Krog Oozemancer level 21
21st Haze 122nd year of Ascendancy at 09:49 see stats
By Blob King the Krog Oozemancer level 16
74th Dusk 122nd year of Ascendancy at 03:42 see stats
Log
Salyth the sandworm slows down.
Salyth the sandworm's Beyond the Flesh hits Blob King for 125 physical, 30 physical (154 total damage).
Melee retaliation hits Salyth the sandworm for 1 acid, 8 acid, 13 nature, (2 to psi shield), 1 mind (23 total damage).
Forest wight's glacial vapour area effect hits Salyth the sandworm for (26 to psi shield), 11 cold (11 total damage).
Forest wight's glacial vapour area effect hits Blob King for (26 antimagic), 0 cold (0 total damage).
Blob King stops burning.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Blob King speeds up.
Salyth the sandworm uses Kinetic Strike.
Blob King shrugs off the effect 'Pinned to the ground'!
Blob King shares damage with his oozes!
Salyth the sandworm hits Bloated ooze for 27 mind, 24 physical (51 total damage).
Salyth the sandworm hits Blob King for 656 physical, 15 physical (670 total damage).
Melee retaliation hits Salyth the sandworm for 1 acid, 9 acid, 13 nature, (2 to psi shield), 1 mind (24 total damage).
Salyth the sandworm killed Bloated ooze!
Blob King's corrosive nature intensifies!
Salyth the sandworm's Beyond the Flesh hits Blob King for 166 physical damage.
Melee retaliation hits Salyth the sandworm for 1 acid, 9 acid, 13 nature, (2 to psi shield), 1 mind (24 total damage).
Forest wight's glacial vapour area effect hits Salyth the sandworm for (26 to psi shield), 11 cold (11 total damage).
Blob King the level 33 krog oozemancer was impaled to death by Salyth the sandworm on level 3 of Dreadfell.
The Heart pulses with antimagic forces as you grasp it.