













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Rogue |
| Level / Exp | 34 / 28% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nawyn the great wolf at level 34 on the 77th Pyre 123rd year of Ascendancy at 21:26 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 11) |
| Dexterity | 78 (base 60) |
| Constitution | 23 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 55 (base 23) |
| Cunning | 101 (base 60) |
Resources
| Life | 1090/1090 |
| Psi | 135/135 |
| Stamina | 292/292 |
| Equilibrium | 30 |
| Healing Factor | 1.3099022211821 |
| Regeneration | 14.670255614058 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -999 |
| Infravision | 7 |
| See Stealth | 49.871893227577 |
| See Invisible | 49.871893227577 |
| Stealth | 42 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 66 |
| Crit Chance | 51% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 66 |
| Crit Chance | 42% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Nature | +15% |
| Lightning | +3% |
| Arcane | +6% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +5% |
| Nature | +15% |
| Physical | +25% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 36 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 27%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 63%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 17%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 797% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Crippling Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Skate |
| talent | Numbing Poison |
| talent | Antimagic Shield |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 8.9 and stamina regeneration by 2.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 64% chance to deflect up to 18 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Arelaith the giant army ant. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the injured seer from death by Ce'Navea the midge swarm. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 342. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed naga tongue. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of fire wyrm saliva. 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. * You've found the needed ice ant stinger. * You've found the needed storm wyrm claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aerugatira the Chargesting (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +7 Changes stats: +5 Dex / +9 Lck / +4 Con Changes resistances: +2% physical Changes resistances penetration: +5% lightning / +25% physical Critical mult.: +20.00% Stealth bonus: +10 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Shimmerbringer'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +6% lightning / +15% cold / +3% nature / +6% temporal Maximum life: +40.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| On hands | Spellhunt Remnants (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+4 eff.) Maximum life: +60.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +9% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Mana Clash (5% chance level 1). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Aerofang the dwarven-steel pickaxe (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +12% acid / +3% mind / +6% light / +6% darkness Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +20% Maximum life: +45.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | CoalrazorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 31 Damage (Melee): 15 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 31 Damage (Ranged): 13 physical Damage when hit (Melee): 8 darkness Changes stats: +4 Cun Changes resistances: +6% fire Changes resistances penetration: +15% darkness / +25% fire Changes damage: +18% darkness Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | Durubar the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +5 Dex / +4 Wil / +4 Cun Changes damage: +6% arcane Spell crit. chance: +1% Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+6 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Icy Kill (35-46 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
| Around waist | noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +6 Cun / +6 Lck Damage against: +17% Summoned Reduced damage from: +17% Summoned Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Mayora the dwarven-steel dagger (18-24 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +28.00 Healing mod.: +20% Sharp, short and deadly. |
| Cloak | Gulratha the Flashpython (11 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +1 Str / +3 Wil Changes resistances: +6% lightning Changes damage: +3% lightning Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Life regen: +2.00 Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
healing infusion of the duelist (heal 196; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -553; dur 8; cd 28)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -553 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 553 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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.heroism infusion of the warrior (die at -396; dur 7; cd 31) 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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -396 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 396 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 645%; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 645% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 469%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% 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 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 (res 16%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. 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.wild infusion (res 18%; magical; dur 4; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 17%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 18%; magical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 19%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 30%; mental; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 37%; physical; dur 3; 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 physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 20%; magical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.shielding rune of the titan (absorb 182; dur 5; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 5 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. |
This item will automatically be transmogrified when you leave the level.stormshield rune (threshold 14; blocks 1; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 1 times. 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.Bolthue the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +22% light / +2% physical / +19% darkness / +15% mind Changes resistances penetration: +5% lightning Critical mult.: +10.00% Physical save: +3 (+1 eff.) Blindness immunity: +32% Maximum stamina: +30.00 Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
copper amulet 'Nerivena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +14% lightning Changes resistances penetration: +10% blight Mental save: +12 (+4 eff.) Stun/Freeze immunity: +24% Maximum hate: +4.00 See invisible: +18 Amulets make your neck look great! |
enraging stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+3 eff.) Changes damage: +7% physical Combat speed: +10% Amulets make your neck look great! |
gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
Vargh Redemption =CON=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.10 cold and 15.28 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 50 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velissra the Lustrebearer =CON=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Cun / +8 Con Changes resistances: +9% light / +5% arcane Changes resistances penetration: +20% light Reduces incoming crit damage: 5.00% Blindness immunity: +28% Infravision radius: +7 See stealth: +12 See invisible: +9 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +24.00 Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
savior's steel ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% acid Changes damage: +13% acid Physical save: +9 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Beturiara'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Str / +2 Mag / +7 Cun Changes resistances: +9% mind Reduces incoming crit damage: 15.00% Blindness immunity: +30% Infravision radius: +4 See stealth: +13 See invisible: +17 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of pilfering =CON=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes stats: +4 Con Physical save: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.arcing stralite battleaxe of massacre (55-82 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. Base power: 55.0 - 82.5 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 15 damage Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elemental stralite battleaxe of phasing (44-65 power, 15 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) Damage Shield penetration (this weapon only): +24% When wielded/worn: Changes resistances penetration: +12% fire Changes damage: +24% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.enhanced dwarven-steel battleaxe of massacre (42-62 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +7 Cun / +9 Con Massive two-handed battleaxes. |
Barkzephyr, the dwarven-steel dagger (24-31 power, 7 apr) =WIL CON=Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +2 Str / +10 Wil / +8 Con Changes resistances: +9% nature Changes damage: +3% darkness / +9% physical Maximum life: +33.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Daimolathel the Shiverbreak (22-29 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.0 - 28.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage against: +19% Unnatural When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +4 Wil Changes resistances penetration: +25% cold Critical mult.: +20.00% Equilibrium when hit: +0.24 Mindpower: +10 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Vilebrace (22-29 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 22.5 - 29.2 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 light Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +6% lightning / +15% nature / +9% light Sharp, short and deadly. |
steel dagger 'Ce'Nuldarena' (13-17 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 acid / +20 mind When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +6% mind See invisible: +21 Sharp, short and deadly. |
warbringer's stralite dagger of enduring (28-36 power, 9 apr) =CON=Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +11 Con / +9 Wil Changes resistances penetration: +12% physical Disarm immunity: +11% Maximum life: +70.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Airtouch the dwarven-steel greatsword (52-83 power, 5 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +20 (+9 eff.) Changes damage: +9% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of torment (38-60 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 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% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stralite greatsword of rage (50-80 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +2 Str Changes damage: +13% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady yew longbow of recursion 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 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +2.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Betalravena the Brandquill (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 nature / +16 fire Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +20 fire When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +20% nature Talent granted: +1 Attune Mindstar Spell save: +12 (+5 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +39 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.Brightbutcher the cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Effects on ranged hit: * 10% chance to slow global speed by 59% * 20 arcane resource burn Changes resistances: +9% acid / +6% light / +6% blight / +5% arcane / +3% nature / +15% darkness Changes damage: +13% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Eludhelranne the Pitchterror 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 1) on hit: +20 mind Damage (radius 2) on crit: +48 fire When wielded/worn: Effects on ranged hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +6% mind / +12% acid Changes resistances penetration: +12% fire Physical save: +15 (+7 eff.) Spell save: +3 (+2 eff.) Equilibrium when hit: +0.04 Global speed: +6% Healing mod.: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Dryretar the yew magestaff (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +6 Cun / +2 Wil Changes resistances: +15% cold / +15% temporal Changes damage: +20% lightning Talent granted: +1 Command Staff Poison immunity: +20% Only die when reaching: -40.00 life Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +6 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 30.09 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.Voroselaith the Lightningwrest (15-18 power, 3 apr, cold element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% lightning Changes damage: +15% lightning / +15% cold / +15% mind Talent granted: +1 Command Staff Critical mult.: +34.00% Mental save: +6 (+2 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash vilestaff 'Deepsroar' (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid Changes damage: +15% darkness / +15% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal ash starstaff of power (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +16 (+7 eff.) Spell crit. chance: +2% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal ash vilestaff of protection (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes resistances: +8% fire Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +10 (+5 eff.) Spell crit. chance: +2% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.blue-steel trident of projection (18-29 power, 8 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.quick deep-steel trident of rage (27-43 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +26 (+6 eff.) Changes stats: +6 Str / +3 Dex Changes damage: +12% physical Combat speed: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.Mayasewyn (22-30 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 31 Damage (Melee): +13 mind When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Wil / +4 Cun / +5 Con Changes damage: +24% blight Critical mult.: +10.00% Spell save: +12 (+5 eff.) Vim when firing critical spell: +2.00 Light radius: +3 One-handed war axes. |
Halodas the hardened leather belt =CON=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +7 Cun / +5 Con / +7 Lck Trap disarming bonus: +13 Stealth bonus: +7 Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Mindpower: +10 (+3 eff.) Infravision radius: +7 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.balancing hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Dex / +5 Mag / +6 Wil / +4 Cun Spell crit. chance: +5% Mental crit. chance: +8% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Aerysta' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+2 eff.) Defense: +10 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +15% temporal Changes damage: +6% mind Spell save: +10 (+5 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Demontooth' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +20% darkness Changes resistances penetration: +25% cold / +25% darkness / +5% mind Spell save: +10 (+5 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Beluwyn the Nimbusfoe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 2 lightning Changes resistances: +10% blight / +6% lightning / +6% mind / +9% all Changes resistances penetration: +20% mind / +25% lightning Life regen: +3.00 Maximum life: +64.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Yaridig the Shaderipper (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 damage dealt by 25% Changes stats: +5 Mag / +6 Wil Changes resistances: +6% cold / +5% arcane / +11% all Changes resistances penetration: +10% arcane Changes damage: +6% cold / +21% darkness / +6% arcane Mana each turn: +0.22 Psi each turn: +0.19 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 silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +9% blight / +15% darkness / +13% mind / +13% all Physical save: +13 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +30 (+10 eff.) Life regen: +2.60 Maximum life: +67.00 Healing mod.: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven woollen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid / +9% all Changes damage: +10% acid Mental save: +17 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinorin the Weeptrial (0 def, 4 armour) =CON=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +3 Wil Changes resistances penetration: +10% nature / +7% physical Changes damage: +12% nature Equilibrium when hit: +0.12 Psi when hit: +0.24 Maximum hate: +4.00 Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 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 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hettidorek (0 def, 3 armour) =DA=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +2% Changes resistances: +3% fire Changes damage: +9% physical Only die when reaching: -80.00 life 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 'Lightningswift' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Dex / +2 Wil / +4 Cun / +3 Con / +7 Lck Changes resistances: +3% light Changes damage: +3% lightning Stealth bonus: +6 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Arewyn the Rimerock (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +12% blight / +12% cold Changes damage: +12% blight / +6% cold / +18% darkness Mana each turn: +1.30 Mana when hit: +0.90 Maximum mana: +75.00 Spellpower: +12 (+6 eff.) It can be used to activate talent Manaflow, placing all other charms into a 33 cooldown : Effective talent level: 2.0 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 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.Blindswift the cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil Changes resistances: +24% light Changes resistances penetration: +10% darkness Changes damage: +16% light / +9% temporal / +12% mind / +24% darkness Critical mult.: +10.00% Maximum hate: +6.00 Mindpower: +10 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Heatmark (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +4 Cun / +7 Con Changes resistances: +6% fire / +3% nature / +6% darkness Disease immunity: +20% Life regen: +4.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Lisodhena the hardened leather cap (7 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Armour: +3 Defense: +7 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +5 Wil / +10 Cun Changes resistances: +8% blight Changes damage: +3% arcane Mental save: +8 (+2 eff.) Mana each turn: +0.08 Spellpower: +10 (+5 eff.) Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Yaldan Baoth (0 def, 10 armour) =CON=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 33 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
dwarven-steel helm 'Frigiddeath' (0 def, 4 armour) =WATER=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 cold Changes stats: +6 Str / +6 Con Changes resistances: +5% cold Changes resistances penetration: +20% cold Allows you to breathe in: water Physical save: +8 (+4 eff.) Mental save: +7 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 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.thaloren hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +8% blight Mental save: +8 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +7 Wil Mental save: +15 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing iron mail armour of implacability (2 def, 9 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 10 acid / 9 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +12% acid / +12% fire Physical save: +6 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Damage (Melee): 14 acid / 20 fire Damage when hit (Melee): 12 acid / 12 fire Changes resistances: +12% acid / +30% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Shinebane (0 def, 4 armour, 12-15 power, 78.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +78 Damage (Melee): +8 light Damage (radius 1) on hit: +12 light When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +18% acid / +12% cold / +15% blight Talent granted: +1 Block Reduces incoming crit damage: 10.00% Mental save: +12 (+4 eff.) Stun/Freeze immunity: +20% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.steel shield 'Lightninglady' (0 def, 4 armour, 16-20 power, 42 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 132 physical damage over 5 turns (1/turn) Changes stats: +3 Str / +5 Mag / +1 Cun Changes resistances: +12% lightning Changes damage: +6% mind Talent granted: +1 Block Mindpower: +20 (+6 eff.) Handheld deflection devices. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
456 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Duatheldeath' (dig speed 30 turns) =WIL=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 2 darkness Changes stats: +3 Str / +4 Wil Changes damage: +9% mind Critical mult.: +5.00% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 66 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +8 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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 58% of the healing done. This effect scales with your Magic stat. Activation costs 62 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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.Eilinima the Blazestone (21/21, 41-49 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to reduce armor by 9% Damage (Ranged): +8 acid / +20 fire Damage (radius 2) on crit: +16 acid / +20 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Chakalthokan [power 155] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +15% blight Changes resistances penetration: +20% blight Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +80.00 Spellpower: +15 (+6 eff.) Spell crit. chance: +3% It can be used to blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Chykhad [power 255] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Damage when hit (Melee): 10 acid Changes resistances: +6% acid Changes resistances penetration: +20% acid / +10% physical Stamina each turn: +2.00 It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 255 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Toroddafang' [power 110] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical power: +15 (+7 eff.) Defense: +10 (+4 eff.) Changes stats: +1 Cun / +4 Wil It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Olygorn the Swampvein [power 314] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% nature Changes resistances penetration: +25% nature Changes damage: +6% nature / +6% cold It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 194] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 40. Natural totems are made by powerful wilders to store nature power. |
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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By [56] AccursedmanChallenge the Krog Rogue level 28
56th Regrowth 123rd year of Ascendancy at 08:13 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By [56] AccursedmanChallenge the Krog Rogue level 17
20th Haze 122nd year of Ascendancy at 00:38 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By [56] AccursedmanChallenge the Krog Rogue level 31
43rd Pyre 123rd year of Ascendancy at 04:37 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By [56] AccursedmanChallenge the Krog Rogue level 22
28th Regrowth 123rd year of Ascendancy at 01:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By [56] AccursedmanChallenge the Krog Rogue level 21
24th Regrowth 123rd year of Ascendancy at 16:40 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By [56] AccursedmanChallenge the Krog Rogue level 29
74th Regrowth 123rd year of Ascendancy at 18:28 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By [56] AccursedmanChallenge the Krog Rogue level 28
45th Regrowth 123rd year of Ascendancy at 12:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By [56] AccursedmanChallenge the Krog Rogue level 10
48th Dusk 122nd year of Ascendancy at 16:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By [56] AccursedmanChallenge the Krog Rogue level 20
2nd Regrowth 123rd year of Ascendancy at 15:01 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By [56] AccursedmanChallenge the Krog Rogue level 30
17th Pyre 123rd year of Ascendancy at 15:40 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By [56] AccursedmanChallenge the Krog Rogue level 31
43rd Pyre 123rd year of Ascendancy at 05:01 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By [56] AccursedmanChallenge the Krog Rogue level 34
77th Pyre 123rd year of Ascendancy at 21:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By [56] AccursedmanChallenge the Krog Rogue level 9
8th Mirth 122nd year of Ascendancy at 05:11 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By [56] AccursedmanChallenge the Krog Rogue level 31
28th Pyre 123rd year of Ascendancy at 04:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By [56] AccursedmanChallenge the Krog Rogue level 21
25th Regrowth 123rd year of Ascendancy at 00:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By [56] AccursedmanChallenge the Krog Rogue level 14
66th Dusk 122nd year of Ascendancy at 11:48 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lore found: clue (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ran for 2 turns (stop reason: interesting terrain).

















































































































































