










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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 36 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Speed's Inner Demon at level 36 on the 14th Regrowth 123rd year of Ascendancy at 18:31 / 1 |
Primary Stats
| Strength | 34 (base 12) |
| Dexterity | 71 (base 60) |
| Constitution | 36 (base 10) |
| Magic | 67 (base 60) |
| Willpower | 49 (base 28) |
| Cunning | 21 (base 10) |
Resources
| Life | -206/868 |
| Paradox | 304 |
| Healing Factor | 1.4079202340233 |
| Regeneration | 17.247022866785 |
Speed
| Mental | +12.886635553684% |
| Attack | +12.886635553682% |
| Movement | +2.7089441800854E-12% |
| Spell | +12.886635553682% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 15.118570152104 |
| See Invisible | 24.118570152104 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 71 |
| Crit Chance | 31% |
| APR | 35 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 71 |
| Crit Chance | 34% |
| APR | 24 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 14% |
| Speed | 0.88584445368155 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 34% |
| Speed | 0.88584445368155 |
Offense: Damage Bonus
| Acid | +15% |
| Mind | +23% |
| Temporal | +18% |
| Nature | +24% |
| Physical | +6% |
| Cold | +23% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +42% |
| All | +32% |
| Physical | +37% |
| Mind | +57% |
| Nature | +52% |
Defense: Base
| Armour (hardiness) | 43 (68.594633868923%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 50 |
| Mental Save | 16 |
Defense: Resistances
| Darkness | + 38%( 70%) |
| Light | + 36%( 70%) |
| Nature | + 68%( 70%) |
| Blight | + 33%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 53%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Silence Resistance | 28% |
| Bleed Resistance | 50% |
| Confusion Resistance | 27% |
| Knockback Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 567% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases attack, spell, and mind speed by 12%. 1 Time Dilation |
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. | active |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
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 Magic by +5. | done |
You failed to protect the lost sun paladin from death by Aduriatha the vampire. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Nabeth the forest wight. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Silata the treant. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | 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 |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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 | undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +28% Confusion immunity: +27% Stun/Freeze immunity: +32% A pair of boots made of leather. |
| Light source | Wildripper the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +2 Changes resistances: +9% nature Changes resistances penetration: +20% nature / +7% all Changes damage: +9% nature Physical save: +3 (+1 eff.) Stun/Freeze immunity: +20% Light radius: +6 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cyrera the Kindledredge (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +9 Fatigue: +5% Damage when hit (Melee): 2 light / 2 cold Changes stats: +9 Str / +6 Dex / +4 Wil / +6 Cun / +7 Con Changes resistances: +9% physical / +12% light / +6% cold Changes damage: +9% cold Physical save: +11 (+4 eff.) Light radius: +1 Infravision radius: +3 A cap made of leather. |
| On hands | 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Tool | Ulihir the dwarven-steel pickaxe (dig speed 13 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Fatigue: -6% Changes stats: +12 Str / +5 Wil Changes resistances penetration: +25% mind / +10% temporal Changes damage: +18% temporal Critical mult.: +14.00% Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +28% cold Changes damage: +14% cold Physical save: +12 (+4 eff.) Spell save: +22 (+8 eff.) Mental save: +11 (+7 eff.) Stun/Freeze immunity: +32% Life regen: +4.00 Mana each turn: +0.24 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Elaletta the FurnacemireCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +20 (+5 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Con Changes resistances penetration: +5% physical Spell save: +11 (+4 eff.) Stamina each turn: +3.00 Maximum stamina: +12.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Hanorek'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +3% blight / +10% light / +13% darkness Physical save: +7 (+2 eff.) Blindness immunity: +23% Cut immunity: +50% Life regen: +1.00 Maximum life: +38.00 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Anmalice (47-65 power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -22 (-22 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Around waist | Xereseta the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes stats: +2 Dex Changes damage: +6% physical Spell save: +9 (+3 eff.) Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a temporary shield that absorbs 200 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | Woewend the voratun dagger (39-50 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 22 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +16 blight / +8 cold Damage (radius 1) on hit: +12 darkness When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes resistances: +6% nature / +9% cold Mental save: +3 (+3 eff.) Disease immunity: +30% Sharp, short and deadly. |
| Cloak | Zylarig (7 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Physical crit. chance: +2.0% Defense: +7 (+2 eff.) Fatigue: -6% Changes stats: +3 Str / +2 Dex / +5 Wil / +4 Cun Changes resistances: +16% blight / +16% nature / +12% darkness Life regen: +7.00 Maximum life: +70.00 Maximum stamina: +34.00 Mental crit. chance: +7% Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the wizard (heal 181; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 680%; 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 increase movement speed by 680% 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 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. |
movement infusion of the psychic (speed 547%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 600%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 660%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% 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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 56; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 56 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 duelist (absorb 428; dur 5; 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 428 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 36; blocks 6; dur 4; cd 16)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: 16 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 36 up to 6 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
DagilakathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +7% physical Changes damage: +3% arcane Reduces incoming crit damage: 15.00% Physical save: +18 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+9 eff.) Stamina each turn: +0.20 Infravision radius: +3 Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Gloressra the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +14 Changes stats: +1 Dex Changes resistances: +13% lightning Mental save: +12 (+8 eff.) Stun/Freeze immunity: +24% Amulets make your neck look great! |
Shadehacker the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +4 Con Changes resistances: +12% darkness / +6% cold Changes resistances penetration: +10% cold Changes damage: +6% cold Physical save: +8 (+3 eff.) Life regen: +3.00 Maximum life: +44.00 Amulets make your neck look great! |
grounding steel amulet of strength (+3) =stun 23=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
steel amulet 'Arelena'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Wil Changes resistances: +12% mind / +7% physical Changes damage: +3% blight / +12% arcane Confusion immunity: +25% Stamina each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +2 Amulets make your neck look great! |
Belunor the CrackleshaperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Fatigue: -4% Changes stats: +6 Str Changes damage: +6% lightning / +6% physical / +6% cold Maximum encumbrance: +22 Rings make your fingers look great! |
Eilinyletha the TempestrebelPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Cun Changes resistances penetration: +10% lightning / +5% blight Changes damage: +6% blight Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Islamira the FreezeveilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Damage when hit (Melee): 8 cold Changes resistances: +6% cold Changes resistances penetration: +5% mind Changes damage: +12% blight Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+6 eff.) Rings make your fingers look great! |
TempestworthCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +7 Cun / +2 Wil Changes resistances: +18% lightning Changes resistances penetration: +20% blight / +20% lightning Changes damage: +6% blight Vim when firing critical spell: +2.00 Spellpower: +30 (+10 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused 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 3 tidal wave that expands slowly over 7 turns, dealing 17.85 cold and 15.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
psionicist's steel ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 17 light Damage (Ranged): 16 light Changes stats: +3 Wil / +1 Mag Changes damage: +12% light Mental save: +6 (+5 eff.) Rings make your fingers look great! |
psionicist's steel ring of the mind (+12%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% mind Changes damage: +12% mind Mental save: +8 (+6 eff.) Rings make your fingers look great! |
psionicist's stralite ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +6 Wil Mental save: +12 (+8 eff.) Spellpower: +8 (+3 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of nature (+22%) =22 nature=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +8 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+6 eff.) Rings make your fingers look great! |
treant's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +13% Disease immunity: +13% Life regen: +7.00 Maximum life: +48.00 Healing mod.: +13% Rings make your fingers look great! |
warrior's steel ring of perseverance =3 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
wizard's stralite ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 14 light Changes stats: +11 Mag Changes damage: +13% light Spell save: +12 (+4 eff.) Rings make your fingers look great! |
Gibredheda the Hailraptor (16-20 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +13 lightning / +22 cold When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +2 Cun / +3 Con Changes resistances penetration: +13% lightning / +9% cold Disarm immunity: +31% Light radius: +1 See invisible: +3 Movement speed: +25% Sharp, short and deadly. |
Shantiz the Stormblade (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
elemental dwarven-steel dagger (17-22 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 73 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +14% lightning Changes damage: +11% lightning Sharp, short and deadly. |
elemental iron dagger of evisceration (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 73 fire damage (1/turn) On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances penetration: +6% fire Changes damage: +7% fire Sharp, short and deadly. |
elemental steel dagger of shearing (13-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 73 acid damage (1/turn) When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +5% acid / +7% all Changes damage: +9% acid Sharp, short and deadly. |
manaburning stralite dagger of enduring (29-38 power, 9 apr) =8 con=Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn When wielded/worn: Changes stats: +8 Con / +5 Wil Maximum life: +84.00 Sharp, short and deadly. |
stormbringer's stralite dagger of rage (29-38 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +20 lightning / +20 cold When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +14% lightning / +11% cold Changes damage: +9% physical Movement speed: +26% Sharp, short and deadly. |
steady yew longbow of enduring =11 con=Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +11 Con / +14 Wil Maximum life: +15.00 Longbows are used to shoot arrows at your foes. |
Gorugostir (15-21 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 73 damage Damage (radius 1) on hit: +9 fire Damage (radius 2) on crit: +8 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes resistances: +5% arcane Changes damage: +3% blight Sharp, long, and deadly. |
Sword of Potential Futures (28-39 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
plaguebringer's stralite longsword of massacre (45-63 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 45.5 - 63.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.horrifying pulsing mindstar of balance (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 mind / 7 darkness Changes damage: +5% mind / +5% darkness Talent granted: +1 Attune Mindstar Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+4 eff.) Equilibrium when hit: +1.10 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
magewarrior's short dragonbone magestaff of might (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +20 (+7 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering elven-wood vilestaff of wizardry (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 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: +3 Mag / +3 Wil Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +72.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Alileg the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +3 Dex / +3 Con Changes resistances penetration: +15% mind Critical mult.: +9.00% Equilibrium when hit: +0.12 Psi when hit: +0.20 Maximum stamina: +30.00 A belt that goes around your waist. |
Bregugorand the Chargeveil (1 def, 4 armour) =4 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +4 Str / +4 Con Changes resistances penetration: +5% lightning Stamina each turn: +1.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elille the cashmere cloak (9 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +6% temporal / +10% light / +12% fire / +5% arcane / +11% darkness Changes resistances penetration: +7% darkness Changes damage: +10% darkness Stealth bonus: +17 Disease immunity: +10% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of conjuring (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +2 Dex / +4 Con Changes resistances penetration: +9% arcane Changes damage: +7% arcane Talent mastery: +0.30 Technique / Combat training Critical mult.: +14.00% Spell save: +6 (+2 eff.) Stamina each turn: +0.60 Maximum mana: +53.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shiverbolt' (17 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +12 Defense: +17 (+4 eff.) Changes stats: +6 Str / +3 Dex / +4 Mag / +4 Wil / +3 Con Changes resistances: +16% cold Changes resistances penetration: +10% cold Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+2 eff.) Stamina each turn: +0.90 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashhack the cashmere robe (0 def, 0 armour) =27 fire 17 temp=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +16% temporal / +27% fire / +11% all Changes damage: +16% temporal / +17% light / +18% fire / +6% arcane / +11% darkness Maximum mana: +60.00 Spellpower: +17 (+6 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+16%) (0 def, 0 armour) =16 light=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% lightning / +9% all Changes damage: +11% lightning Mental save: +15 (+9 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% all Changes damage: +11% darkness / +14% light / +11% all Spellpower: +20 (+7 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour) =5 con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +5% blight / +11% all Changes damage: +15% nature Poison immunity: +25% Disease immunity: +24% Life regen: +1.80 Maximum life: +43.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silinn (0 def, 10 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +10 Armour Hardiness: +10% Damage (Melee): 5 acid / 5 fire / 4 cold / 6 lightning Changes stats: +2 Mag / +4 Wil / +7 Con Changes resistances: +6% lightning / +6% physical Physical save: +6 (+2 eff.) Mental save: +15 (+9 eff.) Disarm immunity: +24% Pinning immunity: +10% Life regen: +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerirafast (0 def, 13 armour) =9 con=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +13 Armour Hardiness: +10% Fatigue: +3% Changes stats: +9 Con Changes resistances: +7% physical / +6% light / +6% mind Critical mult.: +10.00% Spell save: +18 (+6 eff.) Confusion immunity: +20% Life regen: +4.00 Equilibrium when hit: +0.08 Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.blighted voratun gauntlets of magic (+3) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 9 blight Changes stats: +3 Mag Changes resistances: +7% blight Changes damage: +7% arcane / +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.sand voratun gauntlets of regeneration (0 def, 10 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 9 physical Changes damage: +7% physical Life regen: +3.30 Stamina each turn: +1.00 Psi each turn: +0.35 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Helm of the Dominated (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+3 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Murktouch (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +1 Str / +1 Mag / +1 Con Changes resistances: +10% lightning / +8% temporal / +8% fire / +9% cold Changes resistances penetration: +5% nature Changes damage: +6% acid / +8% lightning / +6% cold / +9% arcane / +5% fire A pointy cloth hat, very wizardly... |
Stormrot 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.) Changes resistances: +9% lightning / +37% nature / +10% mind Changes resistances penetration: +25% darkness / +10% lightning Changes damage: +9% lightning / +25% nature / +10% mind Physical save: +7 (+2 eff.) Mental save: +10 (+7 eff.) Maximum psi: +21.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
augmenting cashmere wizard hat of arcana (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 Mag / +5 Wil Changes damage: +7% acid / +8% lightning / +5% fire / +6% arcane / +5% cold Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Camugorn' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag Changes resistances: +5% lightning / +5% temporal / +5% light / +4% fire / +5% nature / +3% acid / +2% physical / +5% blight / +5% cold / +5% arcane / +5% darkness Changes damage: +10% acid / +4% lightning / +9% fire / +5% arcane / +6% cold Spell save: +8 (+3 eff.) Pinning immunity: +20% Maximum life: +20.00 Healing mod.: +10% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of nature (+16%) (1 def, 0 armour) =16 nature=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +16% nature Changes damage: +11% nature Mental save: +6 (+5 eff.) A pointy cloth hat, very wizardly... |
miner's voratun helm of constitution (+4) (0 def, 7 armour) =4 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +4 Con Infravision radius: +2 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.enlightening stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +6 Wil Changes resistances: +26% lightning Mental save: +16 (+10 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +18% blight / +25% darkness Light radius: +1 A suit of armour made of metal plates. |
Chargebrawn (22/53, 65-91 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 65.0 - 91.0 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 53 On weapon hit: * 20% chance to slow global speed by 53% Damage (Ranged): +8 lightning Damage (radius 1) on hit: +20 lightning Damage against: +30% Unnatural / +45% Unliving When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
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. |
685 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. |
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. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glorenn the iron pickaxe (dig speed 37 turns) =3 str / 1dex=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 acid Changes stats: +3 Str / +1 Dex / +2 Con Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zubetira (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Changes stats: +5 Str Changes resistances: +14% darkness / +14% fire Maximum stamina: +30.00 Mindpower: +15 (+5 eff.) 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 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 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. |
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? |
3 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. |
8 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 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Spectral Cage =20 cold=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 341 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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.(106 power, based on Willpower) Activation costs 10 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.bright alchemist's lamp of the sun Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +10 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 113.01 light damage. At talent level 3 you gain 22% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
7 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 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 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. |
Blastshaper the steel torque of clear mind [power 2] (34/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Damage when hit (Melee): 4 lightning Changes resistances: +9% blight Changes damage: +18% acid Reduces incoming crit damage: 15.00% Spell save: +18 (+6 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
extending steel torque of clear mind [power 2] (34/25 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: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Cobraserpent' [power 182] (34/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 4 nature Changes stats: +3 Cun Mental crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 20% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 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 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Speed the Shalore Temporal Warden level 36
6th Regrowth 123rd year of Ascendancy at 23:57 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Speed the Shalore Temporal Warden level 13
9th Flare 122nd year of Ascendancy at 03:39 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Speed the Shalore Temporal Warden level 32
9th Allure 123rd year of Ascendancy at 16:31 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Speed the Shalore Temporal Warden level 25
15th Haze 122nd year of Ascendancy at 02:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Speed the Shalore Temporal Warden level 22
4th Haze 122nd year of Ascendancy at 13:19 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Speed the Shalore Temporal Warden level 21
58th Dusk 122nd year of Ascendancy at 02:42 see stats
Impossible Death (Insane (Roguelike) difficulty)
Got killed by your future self.By Speed the Shalore Temporal Warden level 27
16th Haze 122nd year of Ascendancy at 23:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Speed the Shalore Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 04:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Speed the Shalore Temporal Warden level 20
28th Dusk 122nd year of Ascendancy at 06:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Speed the Shalore Temporal Warden level 30
59th Haze 122nd year of Ascendancy at 14:15 see stats
Paradoxology (Insane (Roguelike) difficulty)
Both killed your future self and got killed by your future self.By Speed the Shalore Temporal Warden level 27
16th Haze 122nd year of Ascendancy at 23:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Speed the Shalore Temporal Warden level 21
63rd Dusk 122nd year of Ascendancy at 20:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Speed the Shalore Temporal Warden level 30
5th Decay 122nd year of Ascendancy at 08:00 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Speed the Shalore Temporal Warden level 23
5th Haze 122nd year of Ascendancy at 07:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Speed the Shalore Temporal Warden level 10
5th Mirth 122nd year of Ascendancy at 04:26 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 Speed the Shalore Temporal Warden level 22
76th Dusk 122nd year of Ascendancy at 12:02 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Speed the Shalore Temporal Warden level 10
6th Mirth 122nd year of Ascendancy at 19:01 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Speed the Shalore Temporal Warden level 22
76th Dusk 122nd year of Ascendancy at 01:51 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Speed the Shalore Temporal Warden level 24
6th Haze 122nd year of Ascendancy at 00:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Speed the Shalore Temporal Warden level 16
13rd Dusk 122nd year of Ascendancy at 13:35 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Speed the Shalore Temporal Warden level 35
6th Regrowth 123rd year of Ascendancy at 05:54 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Speed the Shalore Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 05:49 see stats
Log
Speed is silenced and cannot use Dimensional Step.
Speed casts Grace of the Eternals.
Speed speeds up.
Speed misses Something.
Something repels an attack from Speed.
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your summoned Speed's temporal clone disappears.
Your Contingency has failed to cast Time Shield!
Waking Nightmare from Nightmare horror hits Speed for 18 darkness damage.
Speed receives 27 healing from Temporal Restoration Field.
Webs of Fate hits Speed for 0 nature damage.
Deep Wound from Speed's Inner Demon hits Speed for 13 physical damage.
Something performs a ranged critical strike against Speed!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Speed is nearing the end.
Your Contingency has failed to cast Time Shield!
Something performs a ranged critical strike against Speed!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Something hits Speed for 116 physical, 7 light, 10 cold, 5 physical, 1 light, 6 fire, 5 cold, 25 temporal, 11 temporal (189 total damage).
Something hits Speed for 162 physical, 7 light (169 total damage).
Speed the level 36 shalore temporal warden was purified to death by a Speed's Inner Demon on level 3 of Lake of Nur.











































































































































