Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Archmage |
Level / Exp | 33 / 96% |
Size | medium |
Lifes / Deaths | Killed by corrupted orc warrior at level 33 on the 13rd Steel 123rd year of Ascendancy at 17:21 / 1 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 29 (base 10) |
Magic | 90 (base 60) |
Willpower | 85 (base 60) |
Cunning | 39 (base 21) |
Resources
Life | -1121/602 |
Mana | 150/699 |
Healing Factor | 1.1524687383468 |
Regeneration | 4.8979921379737 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 40 |
Accuracy | 23 |
Crit Chance | 13% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Acid | +29% |
Darkness | +15% |
Cold | +59% |
Mind | +24% |
Physical | +29% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Cold | +78% |
Blight | +40% |
Arcane | +70% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 20 (35.65183292883%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 40 |
Mental Save | 54 |
Defense: Resistances
Acid | + 56%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 70%( 70%) |
All | + 25%( 70%) |
Lightning | + 70%( 70%) |
Light | + 32%( 70%) |
Temporal | + 31%( 70%) |
Physical | + 50%( 70%) |
Fire | + 60%( 70%) |
Darkness | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 99% |
Confusion Resistance | 95% |
Disarm Resistance | 40% |
Silence Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 818% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental and physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Ice | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by arcm. Escort: temporal explorer (level 2 of Daikara) | failed |
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. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ice wyrm tooth. * You've found the needed green worm. 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 wight ectoplasm. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Galaith (0 def, 7 armour) Galaith (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Cun / +2 Con Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +25% arcane / +10% acid Changes damage: +3% acid Physical save: +12 (+6 eff.) Mental save: +10 (+4 eff.) Silence immunity: +21% Confusion immunity: +25% Stun/Freeze immunity: +25% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Aironslaught the brass lantern Aironslaught the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +3% cold Changes resistances penetration: +10% cold Changes damage: +6% acid Maximum life: +42.00 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. |
On head | Halekhad the cashmere wizard hat (2 def, 0 armour) Halekhad the cashmere wizard hat (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% lightning / +19% physical / +12% darkness / +7% fire / +9% acid / +6% cold Changes damage: +15% darkness / +16% physical Maximum hate: +13.00 Mindpower: +13 (+4 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Tool | quick dwarven-steel torque of clear mind [power 2] (16 cooldown) quick dwarven-steel torque of clear mind [power 2] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Nerutha NeruthaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +5 (+1 eff.) Changes resistances: +24% lightning Changes damage: +12% lightning Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Maximum stamina: +30.00 Rings make your fingers look great! |
On fingers | Zyrach the stralite ring Zyrach the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +9 (+5 eff.) Changes stats: +7 Str / +5 Dex / +7 Cun / +9 Con Changes resistances: +15% fire / +9% light / +32% cold Changes damage: +16% cold Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Rings make your fingers look great! |
Around waist | hardened leather belt 'Sunbiter' hardened leather belt 'Sunbiter'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances: +15% lightning / +8% temporal / +7% cold / +5% fire / +7% acid Changes resistances penetration: +10% mind Changes damage: +9% mind Physical save: +10 (+5 eff.) Light radius: +3 A belt that goes around your waist. |
In main hand | elven-wood vilestaff 'Frozenslice' (129% power, 5 apr, cold element) elven-wood vilestaff 'Frozenslice' (129% power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +13 Mag / +9 Wil / +8 Cun Changes resistances penetration: +15% blight / +42% cold Changes damage: +31% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | silk robe of alchemy (0 def, 0 armour) silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +12% acid / +14% physical / +12% fire / +13% cold / +13% all Changes damage: +20% acid / +13% physical / +13% fire / +12% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour) wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +7% acid / +7% fire / +6% lightning / +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Bethyldalle' gold amulet 'Bethyldalle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +14% lightning Changes resistances penetration: +20% arcane Changes damage: +15% mind Stun/Freeze immunity: +24% Spellpower: +25 (+7 eff.) Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 655%; cd 8) movement infusion of the psychic (speed 655%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 655% 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 231; 13 cd)regeneration infusion (heal 231; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 231 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 60; 17 cd)regeneration infusion (heal 60; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 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 sneak (heal 241; 14 cd) regeneration infusion of the sneak (heal 241; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 241 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the warrior (heal 381; 14 cd)regeneration infusion of the warrior (heal 381; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 381 life over 5 turns. 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. |
wild infusion of the warrior (res 20%; mental; dur 2; cd 15) wild infusion of the warrior (res 20%; mental; dur 2; cd 15)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: 15 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 20% for 2 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. |
Prismatic Rune (6 turns; lightning, physical, cold, arcane, fire) Prismatic Rune (6 turns; lightning, physical, cold, arcane, fire)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: 3 lightning, 2 physical, 3 cold, 3 arcane, 4 fire 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. shatter afflictions rune (absorb 20; cd 15)shatter afflictions rune (absorb 20; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 137; dur 4; cd 17) shielding rune of the titan (absorb 137; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 137 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 345; dur 4; cd 15) shielding rune of the wizard (absorb 345; dur 4; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 345 damage for 4 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. |
Chulakhad ChulakhadPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Fatigue: -11% Changes stats: +4 Dex / +2 Mag / +5 Cun / +4 Con Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Critical mult.: +10.00% Life regen: +4.00 Stamina each turn: +0.40 Equilibrium when hit: +0.08 Maximum hate: +2.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Movement speed: +10% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xerakira the Searclamor Xerakira the SearclamorPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 13 light / 5 darkness Effects when hit in melee: * 13% chance to blind * 12% chance to reduce damage dealt by 25% Damage when hit (Melee): 6 fire Changes stats: +4 Wil Changes damage: +10% blight / +9% fire / +12% light / +8% darkness Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Mental save: +11 (+4 eff.) Confusion immunity: +23% Spellpower: +11 (+3 eff.) Mindpower: +8 (+3 eff.) Infravision radius: +2 See invisible: +3 Amulets make your neck look great! |
Yvanne YvanneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +25% lightning / +15% blight / +3% nature / +3% acid Spell save: +3 (+1 eff.) Stun/Freeze immunity: +26% Amulets make your neck look great! |
restful copper amulet of cunning (+3) restful copper amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Life regen: +2.00 Amulets make your neck look great! |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Lisirera the Hellwill Lisirera the HellwillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +22% fire Changes resistances penetration: +5% fire Changes damage: +11% fire Reduces incoming crit damage: 5.00% Blindness immunity: +20% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Thunderblood the gold ringThunderblood the gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +6 Wil Changes resistances: +9% lightning / +12% temporal Changes resistances penetration: +20% blight / +10% temporal Changes damage: +6% temporal Spell save: +15 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
gold ring 'Xibregalle' gold ring 'Xibregalle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Defense: +25 (+8 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +7 Con Changes resistances: +3% blight / +3% acid Spell save: +3 (+1 eff.) Disease immunity: +20% Healing mod.: +10% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. marksman's gold ring of nature (+30%)marksman's gold ring of nature (+30%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +30% nature Changes damage: +15% nature Rings make your fingers look great! |
sneakthief's gold ring of warding sneakthief's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +6 Cun / +4 Dex Changes resistances: +13% acid / +17% fire / +15% lightning / +10% cold Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. arcing stralite battleaxe of shearing (154% power, 3 apr)arcing stralite battleaxe of shearing (154% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage When wielded/worn: Accuracy: +19 (+9 eff.) Armour penetration: +13 Changes resistances penetration: +10% all Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Star (100% power, 0 apr)Star (100% power, 0 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level. caustic stralite dagger of rage (132% power, 9 apr)caustic stralite dagger of rage (132% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +21 acid / +25 nature When wielded/worn: Accuracy: +17 (+8 eff.) Armour penetration: +12 Changes stats: +4 Str Changes resistances penetration: +21% acid / +15% nature Changes damage: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger 'Blizzardbait' (110% power, 7 apr)dwarven-steel dagger 'Blizzardbait' (110% power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 110% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +5 Cun / +4 Wil Changes resistances: +5% arcane / +18% blight Changes resistances penetration: +25% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. enhanced stralite dagger of shearing (137% power, 9 apr)enhanced stralite dagger of shearing (137% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +5 Changes stats: +8 Str / +3 Dex / +6 Mag / +9 Wil / +4 Cun / +7 Con Changes resistances penetration: +12% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming stralite dagger of massacre (147% power, 9 apr)flaming stralite dagger of massacre (147% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of shearing (130% power, 9 apr)stralite dagger of shearing (130% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +9 Changes resistances penetration: +5% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul 'Blazespar' (154% power, 2 apr)dwarven-steel greatmaul 'Blazespar' (154% power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 154% Range: 1.5x 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% Damage (Melee): +20 blight When wielded/worn: Accuracy: +20 (+10 eff.) Damage when hit (Melee): 2 blight / 4 temporal / 4 light Changes stats: +7 Dex Changes resistances: +12% blight / +6% temporal / +9% light Changes damage: +12% temporal Combat speed: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel greatsword of rage (146% power, 2 apr)blazebringer's dwarven-steel greatsword of rage (146% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x 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% Damage (radius 2) on crit: +44 fire When wielded/worn: Accuracy: +19 (+9 eff.) Changes stats: +6 Str Changes resistances penetration: +10% fire Changes damage: +9% physical Global speed: +3% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of amnesia (158% power, 3 apr)quick stralite greatsword of amnesia (158% power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% Range: 1.6x 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% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +5 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. fungal elven-wood longbow of dexterity (+8)fungal elven-wood longbow of dexterity (+8) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +8 Dex / +6 Con Changes resistances penetration: +9% physical Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 156 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. penetrating elven-wood longbow of dexterity (+6)penetrating elven-wood longbow of dexterity (+6) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +6 Dex Changes resistances penetration: +22% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady yew longbow of lightningsteady yew longbow of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +17 lightning When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +3.0% Changes damage: +17% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Eilinalenor the Blizzardbright (128% power, 4 apr)Eilinalenor the Blizzardbright (128% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 lightning / +11 fire / +20 cold Damage (radius 2) on crit: +20 blight / +16 cold When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +6% blight Changes damage: +6% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite longsword of crippling (138% power, 5 apr)truestriking stralite longsword of crippling (138% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances penetration: +10% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Dedication (138% power, 6 apr)Dedication (138% power, 6 apr) Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; 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: 20% Cun, 90% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight 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 mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Anadar' (131% power, 4 apr)dwarven-steel mace 'Anadar' (131% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+5 eff.) Damage when hit (Melee): 6 blight Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +22% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +50.00 Spellpower: +30 (+8 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hungering thorny mindstar of gales (100% power, 24 apr, nature damage)hungering thorny mindstar of gales (100% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +9 (+3 eff.) Changes damage: +7% lightning / +7% cold / +10% physical Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Pinning immunity: +21% Hate per kill: +3.00 Psi per kill: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to inflict 105.90 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. resonating pulsing mindstar (107% power, 32 apr, mind damage)resonating pulsing mindstar (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +6% mind Changes damage: +4% mind Talent granted: +1 Attune Mindstar Psi when hit: +1.70 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +9% 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. thorny mindstar 'Ashward' (97% power, 24 apr, mind damage)thorny mindstar 'Ashward' (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 39% Damage (Melee): +4 fire Damage (radius 1) on hit: +16 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Changes resistances: +12% blight / +6% fire Changes resistances penetration: +20% acid Talent granted: +1 Attune Mindstar Life regen: +1.10 Maximum life: +28.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Chargeweeper the hardened leather slingChargeweeper the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +23 lightning / +28 cold When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +4 Dex / +1 Con Changes resistances: +12% lightning Changes resistances penetration: +14% lightning / +14% cold / +15% arcane Changes damage: +9% arcane Infravision radius: +2 Movement speed: +31% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Xanibrenn the DimkarmaXanibrenn the Dimkarma Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to reduce all saves and defense by 30 On weapon crit: * silences the target Damage (Ranged): +14 nature / +20 darkness When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% mind Changes resistances penetration: +10% nature Changes damage: +9% mind Critical mult.: +15.00% Mental save: +6 (+2 eff.) Maximum psi: +40.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. penetrating hardened leather sling of enduringpenetrating hardened leather sling of enduring Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +8 Con / +7 Wil Changes resistances penetration: +5% physical Maximum life: +54.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady hardened leather sling of lightningsteady hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +16 lightning When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +3.0% Changes damage: +12% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady reinforced leather sling of coldsteady reinforced leather sling of cold Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 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 (Ranged): +5 cold When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +4.0% Changes damage: +12% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Demondash (120% power, 4 apr, darkness element)Demondash (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 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: Physical crit. chance: +5.0% Physical power: +20 (+10 eff.) Armour: +12 Defense: +15 (+5 eff.) Damage when hit (Melee): 4 blight Changes resistances penetration: +20% blight / +10% darkness Changes damage: +20% darkness / +6% physical Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood magestaff of the prodigy (129% power, 5 apr, lightning element)cruel elven-wood magestaff of the prodigy (129% power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +9 Wil / +10 Cun Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff (136% power, 6 apr, arcane element) lifebinding dragonbone magestaff (136% power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +20 (+5 eff.) Spell crit. chance: +5% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's yew magestaff (120% power, 4 apr, arcane element)void walker's yew magestaff (120% power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% darkness / +10% temporal Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Armyrarion' (120% power, 4 apr, fire element)yew magestaff 'Armyrarion' (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +5 Con Changes resistances: +9% cold Changes resistances penetration: +5% acid Changes damage: +20% fire Talent granted: +1 Command Staff Pinning immunity: +20% Life regen: +4.70 Spellpower: +14 (+4 eff.) Spell crit. chance: +11% Light radius: +3 Healing mod.: +19% 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 Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 131.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Ivibeth the Chargrind (136% power, 5 apr)Ivibeth the Chargrind (136% power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +17 darkness / +4 fire Damage against: +13% Living When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +22 (+7 eff.) Damage when hit (Melee): 2 fire Changes resistances: +3% mind Blindness immunity: +10% Disarm immunity: +32% Maximum life: +60.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
Fogworth FogworthCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 2 darkness Changes stats: +4 Dex / +6 Wil / +3 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +5 Maximum hate: +4.00 Infravision radius: +4 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather belt of burglarygrounding hardened leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +7 Lck Changes resistances: +5% lightning / +8% temporal Trap disarming bonus: +10 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Glirianor (22 def, 0 armour)Glirianor (22 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +22 (+7 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +15% blight / +15% cold / +6% temporal Life regen: +4.00 Maximum life: +45.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salatta (2 def, 0 armour) Salatta (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 mind Changes stats: +3 Str / +3 Mag / +5 Con Changes resistances: +3% mind Changes resistances penetration: +15% mind Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Eclipse's kiss' (2 def, 0 armour) cashmere cloak 'Eclipse's kiss' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce damage dealt by 25% Changes resistances: +6% light / +12% cold Changes damage: +3% acid Physical save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of implacability (10 def, 0 armour)enveloping cashmere cloak of implacability (10 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +16 (+8 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak (2 def, 0 armour)murderer's cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of Iron Throne (2 def, 7 armour)thick cashmere cloak of Iron Throne (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere robe 'Nimbusedge' (0 def, 0 armour)cashmere robe 'Nimbusedge' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 8 lightning Changes resistances: +9% mind / +11% all Changes resistances penetration: +10% lightning / +25% light Changes damage: +9% light Mental save: +19 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe (0 def, 0 armour)dreamer's cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% darkness / +14% mind / +11% all Physical save: +13 (+7 eff.) Spell save: +12 (+4 eff.) Mental save: +26 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of lightning (+15%) (0 def, 0 armour) focusing elven-silk robe of lightning (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +6 Wil Changes resistances: +15% lightning / +15% all Changes damage: +10% lightning Mana each turn: +0.24 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering silk robe of protection (3 def, 4 armour)shimmering silk robe of protection (3 def, 4 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes resistances: +13% all Changes damage: +17% arcane Physical save: +16 (+8 eff.) Maximum mana: +63.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. Glacierslicer (0 def, 7 armour)Glacierslicer (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +4 Cun Changes resistances: +15% cold Changes resistances penetration: +10% mind Equilibrium when hit: +0.12 Vim when firing critical spell: +2.00 Maximum vim: +40.00 Mindpower: +20 (+7 eff.) Infravision radius: +2 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. Skytrencher (0 def, 4 armour)Skytrencher (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% temporal Changes damage: +15% lightning Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Damage Shield penetration: +30% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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. blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour)blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Stamina each turn: +0.70 Maximum stamina: +10.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour)blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +3 Stamina each turn: +0.70 Maximum stamina: +18.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. fleetfooted pair of hardened leather boots of strife (6 def, 3 armour)fleetfooted pair of hardened leather boots of strife (6 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +6 Dex / +4 Wil / +4 Con Changes resistances penetration: +7% physical Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of phasing (0 def, 7 armour)miner's pair of dwarven-steel boots of phasing (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Infravision radius: +2 It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Chamuyon' (0 def, 1 armour) pair of rough leather boots 'Chamuyon' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +2 Wil / +5 Con Physical save: +9 (+5 eff.) Maximum stamina: +10.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots (0 def, 3 armour)stealthy pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +10 Lck / +5 Dex Stealth bonus: +7 A pair of boots made of leather. |
Amorig (0 def, 11 armour) Amorig (0 def, 11 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Armour: +11 Armour Hardiness: +10% Fatigue: +5% Changes stats: +4 Dex / +6 Cun / +17 Con Changes resistances: +9% mind / +8% physical Changes resistances penetration: +5% acid Changes damage: +9% acid / +3% mind Physical save: +23 (+11 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +33% When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 125.26 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. Gebrebeth the cashmere wizard hat (2 def, 0 armour)Gebrebeth the cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Defense: +2 (+0 eff.) Changes stats: +4 Str / +5 Dex / +6 Cun Changes damage: +6% physical Physical save: +18 (+9 eff.) Mental save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Stormhue the hardened leather cap (15 def, 3 armour)Stormhue the hardened leather cap (15 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +30 (+15 eff.) Armour: +3 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +25% lightning / +10% temporal Changes damage: +6% blight Maximum stamina: +30.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Manyyakhad' (2 def, 0 armour)cashmere wizard hat 'Manyyakhad' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +5 Dex / +6 Wil Changes damage: +14% arcane Mental save: +6 (+2 eff.) Maximum mana: +52.00 Maximum hate: +6.00 See invisible: +18 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel helm of the depths (0 def, 4 armour)cleansing dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% blight / +11% cold / +7% nature 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. dragonslayer's hardened leather cap of ire (0 def, 3 armour)dragonslayer's hardened leather cap of ire (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Con Changes resistances: +8% acid / +9% fire / +8% lightning / +7% cold Physical save: +7 (+4 eff.) Mental save: +8 (+3 eff.) 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 cap made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour)eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +4 Con Changes damage: +9% arcane Mana each turn: +1.30 Mana when hit: +1.30 Maximum mana: +75.00 Spellpower: +7 (+2 eff.) 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 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. leafwalker's hardened leather cap of fortune (0 def, 3 armour)leafwalker's hardened leather cap of fortune (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Changes stats: +6 Lck Changes resistances: +8% nature Spell save: +7 (+2 eff.) Maximum life: +70.00 Spell crit. chance: +4% Mental crit. chance: +3% Healing mod.: +12% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel helm of ire (0 def, 4 armour)prismatic dwarven-steel helm of ire (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Con Changes resistances: +15% light / +15% darkness Physical save: +7 (+4 eff.) Mental save: +6 (+2 eff.) 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. |
This item will automatically be transmogrified when you leave the level. stabilizing dwarven-steel helm of ire (0 def, 4 armour)stabilizing dwarven-steel helm of ire (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Con Physical save: +25 (+12 eff.) Mental save: +7 (+3 eff.) 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. |
This item will automatically be transmogrified when you leave the level. Hazesmasher the dwarven-steel mail armour (3 def, 8 armour)Hazesmasher the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 mind Changes resistances: +15% mind Changes damage: +12% cold Hate when firing a critical mind attack: +3.00 Maximum life: +30.00 Maximum psi: +50.00 Mindpower: +30 (+10 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of the deep (4 def, 11 armour)enlightening stralite mail armour of the deep (4 def, 11 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Changes resistances: +9% acid / +7% cold Allows you to breathe in: water Mental save: +10 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of implacability (4 def, 14 armour)radiant stralite mail armour of implacability (4 def, 14 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +22% blight / +15% darkness Physical save: +9 (+5 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Zalar the Pushunt (14 def, 13 armour)Zalar the Pushunt (14 def, 13 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +14 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +7 Str / +7 Dex Changes resistances: +12% acid / +10% physical / +34% cold / +13% lightning / +12% fire Physical save: +11 (+6 eff.) Confusion immunity: +20% Only die when reaching: -80.00 life Mindpower: +11 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of command (28 def, 13 armour)drakeskin leather armour of command (28 def, 13 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +28 (+8 eff.) Fatigue: +8% Changes stats: +4 Cun Mental save: +13 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble hardened leather armour of Eyal (15 def, 6 armour)nimble hardened leather armour of Eyal (15 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +4 Dex Life regen: +4.00 Maximum life: +38.00 Movement speed: +20% Healing mod.: +13% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour of acid resistance (12 def, 7 armour)prismatic reinforced leather armour of acid 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: +21% acid / +10% light / +15% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour 'Smolderwisp' (18 def, 22 armour)reinforced leather armour 'Smolderwisp' (18 def, 22 armour) Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +22 Defense: +18 (+6 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): 6 fire Damage (Ranged): 8 fire Changes stats: +6 Dex / +5 Wil / +11 Cun Changes resistances: +20% fire / +22% physical Changes resistances penetration: +10% blight Changes damage: +9% fire Mental save: +17 (+6 eff.) 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: +47.00 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 Eyal (12 def, 7 armour)rejuvenating 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: +9.60 Stamina each turn: +1.40 Maximum life: +49.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic reinforced leather armour of Toknor (12 def, 16 armour)volcanic reinforced leather armour of Toknor (12 def, 16 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+4 eff.) Armour: +16 Defense: +12 (+4 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 7 fire Changes resistances: +12% fire / +16% physical Critical mult.: +13.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced stralite shield of fire resistance (+18%) (0 def, 13 armour, 154% power, 189.5 block)reinforced stralite shield of fire resistance (+18%) (0 def, 13 armour, 154% power, 189.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 154% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +190 When wielded/worn: Armour: +13 Fatigue: +8% Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. windwalling steel shield of shrapnel (0 def, 4 armour, 115% power, 41.5 block)windwalling steel shield of shrapnel (0 def, 4 armour, 115% power, 41.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 115% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +14 physical When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 94 physical damage over 5 turns (1/turn) Changes stats: +2 Wil Changes resistances: +13% physical Talent granted: +1 Block Slows Projectiles: +16% Bonus block near projectiles: +10 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deadly quiver of elven-wood arrows of accuracy (21/21, 170% power, 14 apr)deadly quiver of elven-wood arrows of accuracy (21/21, 170% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 170% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of elven-wood arrows of crippling (21/21, 154% power, 14 apr)plaguebringer's quiver of elven-wood arrows of crippling (21/21, 154% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 21 When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 29 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +15 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows 'Duskvengeance' (15/15, 139% power, 10 apr)quiver of yew arrows 'Duskvengeance' (15/15, 139% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 20% chance to reduce damage dealt by 25% * 18% chance to reduce strength, dexterity, and constitution by 29 Damage (Ranged): +20 darkness / +23 blight / +20 arcane Arrows are used with bows to pierce your foes to death. |
681 alchemist agate 681 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. |
3 onyx 3 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. |
4 aquamarine 4 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 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pureburst (dig speed 20 turns) Pureburst (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 58% Changes stats: +1 Str Changes resistances: +6% fire / +5% darkness / +6% nature Changes resistances penetration: +10% nature 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. woodsman's dwarven-steel pickaxe (dig speed 28 turns)woodsman's dwarven-steel pickaxe (dig speed 28 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"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? |
2 emerald 2 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation Light of RevelationPowered 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of the moonsalchemist's lamp of the moons Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 191.74 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. dreamer's alchemist's lampdreamer's alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +7% 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. dreamer's alchemist's lamp of the moonsdreamer's alchemist's lamp of the moons Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Mental save: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +4% Light radius: +4 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 191.74 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. survivor's alchemist's lamp of the zealotsurvivor's alchemist's lamp of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. void-walker's alchemist's lamp of the sunvoid-walker's alchemist's lamp of the sun Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% temporal / +9% darkness / +7% cold Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +15% 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 156.24 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered 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. |
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. |
2 garnet 2 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 140% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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 (16/19, 164% power, 5 apr)barbed pouch of stralite shots (16/19, 164% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 165% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.5% Capacity: 19 On weapon crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Chamonaridrachik the stralite torque of gale force [power 315] (15 cooldown) Chamonaridrachik the stralite torque of gale force [power 315] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Str / +1 Dex / +4 Wil / +2 Cun / +1 Con Reduces incoming crit damage: 5.00% It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 406 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 63. * Increase all damage by 15% for 2 turns. * Reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of clear mind [power 2] (25 cooldown) focusing steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Snowbrawn' [power 320] (15 cooldown) stralite torque of mindblast 'Snowbrawn' [power 320] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +9% cold Changes resistances penetration: +5% cold Changes damage: +9% arcane / +15% cold It can be used to blast the opponent's mind dealing 397 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Getigas [power 212] (15 cooldown) Getigas [power 212] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances: +6% lightning Changes resistances penetration: +25% blight Disease immunity: +20% Cut immunity: +10% Silence immunity: +20% Life regen: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 212 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Salunn' [power 230] (15 cooldown) yew totem of healing 'Salunn' [power 230] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% acid / +9% temporal Poison immunity: +10% Life regen: +4.00 Maximum hate: +2.00 Healing mod.: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 35% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Dazzlewisp the yew wand of conjuration [power 255] (15 cooldown)Dazzlewisp the yew wand of conjuration [power 255] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Spell save: +9 (+3 eff.) Blindness immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Knockback immunity: +20% It can be used to fire a magical bolt dealing 286 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
3 citrine 3 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. |
2 zircon 2 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 arcm the Drem Archmage level 32
5th Steel 123rd year of Ascendancy at 17:39 see stats
By arcm the Drem Archmage level 31
3rd Steel 123rd year of Ascendancy at 23:59 see stats
By arcm the Drem Archmage level 32
4th Steel 123rd year of Ascendancy at 04:16 see stats
By arcm the Drem Archmage level 22
7th Shortage 122nd year of Ascendancy at 22:47 see stats
By arcm the Drem Archmage level 22
7th Shortage 122nd year of Ascendancy at 16:15 see stats
By arcm the Drem Archmage level 24
10th Shortage 122nd year of Ascendancy at 03:21 see stats
By arcm the Drem Archmage level 10
2nd Acquisition 122nd year of Ascendancy at 16:31 see stats
By arcm the Drem Archmage level 20
29th Dearth 122nd year of Ascendancy at 15:55 see stats
By arcm the Drem Archmage level 30
31st Iron 123rd year of Ascendancy at 11:08 see stats
By arcm the Drem Archmage level 26
9th Iron 123rd year of Ascendancy at 12:16 see stats
By arcm the Drem Archmage level 17
5th Dearth 122nd year of Ascendancy at 11:19 see stats
By arcm the Drem Archmage level 5
19th Voratun 122nd year of Ascendancy at 08:33 see stats
By arcm the Drem Archmage level 6
24th Voratun 122nd year of Ascendancy at 02:30 see stats
By arcm the Drem Archmage level 21
41st Dearth 122nd year of Ascendancy at 18:42 see stats
By arcm the Drem Archmage level 16
1st Dearth 122nd year of Ascendancy at 02:36 see stats
By arcm the Drem Archmage level 31
3rd Steel 123rd year of Ascendancy at 10:17 see stats
Log
Corrupted orc warrior's cleansing fire area effect hits arcm for (101 absorbed), 0 fire (0 total damage).
Corrupted orc warrior casts Draining Assault.
The fabric of space around arcm stabilizes to normal.
Arcm deactivates Disruption Shield.
Arcm's disruption shield collapses and then explodes in a powerful manastorm!
Arcm's spell attains critical power!
Arcm is surging arcane power.
arcm teleports some damage to Corrupted orc warrior!
Corrupted orc warrior steals life from arcm!
Corrupted orc warrior steals life from Corrupted orc warrior!
Corrupted orc warrior hits Corrupted orc warrior for 136 healing, 348 teleported (348 total damage) [136 healing].
Corrupted orc warrior hits arcm for (348 teleported), (1 absorbed), 0 physical, (23 absorbed), 0 fire, (155 absorbed), (38 mana), 0 fire, (503 absorbed), (503 mana), 0 physical, 26 fire, 157 fire (183 total damage).
arcm hits Corrupted orc warrior for 9 healing, 61 healing, 142 healing, 10 healing, 61 healing (0 total damage) [284 healing].
Corrupted orc warrior calms down.
Black Blood Bleeding from Arcm hits Corrupted orc warrior for 13 darkness damage.
LIFE LOST WARNING!
Burning from Corrupted orc warrior hits arcm for 192 fire damage.
arcm receives 54 healing from Temporal Restoration Field.
Keyboard input temporarily disabled.
Arcm casts Phase Door.
Select a target to teleport...
Select a teleport location...
Corrupted orc warrior is affected by the glimmerstone!
Corrupted orc warrior resists the wave!
Arcm's cold repulsion area effect hits Corrupted orc warrior for 24 cold, 14 physical (38 total damage).
Corrupted orc warrior casts Detonating Charge.
Something hits arcm for 1406 physical damage.
arcm the level 33 drem archmage was sliced to death by corrupted orc warrior on level 3 of Lost Dwarven Kingdom of Reknor.
Corrupted orc warrior's weapon glows with critical power!