









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Skeleton |
| Class | Reaver |
| Level / Exp | 40 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Ivykira the dredge captain at level 37 on the 24th Haze 124th year of Ascendancy at 14:55 / 2Killed by Poletira the sandworm at level 40 on the 77th Haze 124th year of Ascendancy at 01:52 |
Primary Stats
| Strength | 80 (base 60) |
| Dexterity | 50 (base 42) |
| Constitution | 26 (base 10) |
| Magic | 117 (base 60) |
| Willpower | 10 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -296/1088 |
| Mana | 156/334 |
| Vim | 105/310 |
| Healing Factor | 1.3316586254954 |
| Regeneration | 0.33291465637386 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 58 |
| Crit Chance | 13% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 58 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +36% |
| Acid | +12% |
| Blight | +58% |
| Arcane | +6% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +60% |
| Physical | +50% |
| Light | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 13 (49.007671158813%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 32 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 36%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 39%( 70%) |
| Mind | + 32%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 61% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 22% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Disarm Resistance | 38% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 40% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 419 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Adolle the patchwork troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by carrion worm mass. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 724. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
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 | pair of iron boots 'Belomira' (5 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +1 Dex Changes resistances: +3% blight / +9% light Reduces incoming crit damage: 10.00% Mental save: +3 (+1 eff.) Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Faloblek'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% mind / +6% acid Disease immunity: +20% Stun/Freeze immunity: +20% Mindpower: +30 (+13 eff.) Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Scorchsweeper' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Changes stats: +6 Str Changes resistances: +21% fire Changes resistances penetration: +10% blight Changes damage: +15% blight / +9% cold It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 266.6 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | drakeskin leather gloves 'Dimdream' (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Damage when hit (Melee): 10 darkness Changes resistances: +3% blight / +15% temporal Physical save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Disarm immunity: +38% Pinning immunity: +20% Teleport immunity: +20% Maximum life: +80.00 When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of lightning storm 'Vilenaught' [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 47% Critical mult.: +5.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (133 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Gorazilahell the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +6 Physical crit. chance: +2.0% Changes stats: +5 Cun / +2 Str Changes resistances penetration: +25% physical Changes damage: +9% blight Mental save: +8 (+4 eff.) Confusion immunity: +29% Rings make your fingers look great! |
| On fingers | gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +6 Con Stun/Freeze immunity: +30% Rings make your fingers look great! |
| Around neck | gold amulet 'Gleambreacher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag / +10 Con Changes resistances: +21% lightning Changes damage: +15% lightning / +15% light Stun/Freeze immunity: +37% Light radius: +2 Infravision radius: +3 See invisible: +9 Amulets make your neck look great! |
| In main hand | plaguebringer's stralite waraxe (140% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +11 blight When wielded/worn: Disease immunity: +19% One-handed war axes. |
| Around waist | hardened leather belt 'Isada'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +11% cold / +29% fire / +2% physical Changes damage: +6% arcane Critical mult.: +20.00% Pinning immunity: +20% Healing mod.: +20% Damage Shield penetration: +30% A belt that goes around your waist. |
| In off hand | Xerumira (116% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 21 Damage (Melee): +8 blight / +4 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Changes resistances penetration: +25% blight Changes damage: +6% blight Sharp, long, and deadly. |
| Cloak | Blindwedge (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances penetration: +15% light Changes damage: +12% acid / +21% light / +6% blight Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 7/20) : Effective talent level: 3.0 Power cost: 15 out of 7/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -508; dur 6; 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 6 turns. While Heroism is active, you will only die when reaching -508 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 1016 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 723%; 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 723% 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. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 24%; physical; dur 2; 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 physical effect and reduce all damage taken by 24% for 2 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. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (190.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 190.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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.acid wave rune (damage 139; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 138.88 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 22; resist 30%; move 43%; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 30% all resistance, you move 43% faster, and you are invisible (power 22). 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 200; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 200 damage for 4 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. |
Bethybeth the CarrionblissInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +8 Wil Changes damage: +3% nature Critical mult.: +5.00% Mental save: +6 (+3 eff.) Mindpower: +10 (+5 eff.) Amulets make your neck look great! |
Eilinarana =4 con=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 17% * 7% chance to blind Changes stats: +4 Con Changes damage: +7% light / +7% darkness Stamina each turn: +2.00 Vim when firing critical spell: +2.00 Maximum vim: +50.00 Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (163). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +25.00 Amulets make your neck look great! |
gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Critical mult.: +12.00% Amulets make your neck look great! |
insulating gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +17% fire / +16% cold Amulets make your neck look great! |
insulating steel amulet of constitution (+3) =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% fire / +10% cold Amulets make your neck look great! |
protective steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes resistances cap: +3% all Physical save: +7 (+4 eff.) Amulets make your neck look great! |
protective steel amulet of mastery (0.13 Corruption / Plague)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes resistances cap: +2% all Talent mastery: +0.13 Corruption / Plague Physical save: +9 (+5 eff.) Amulets make your neck look great! |
savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: +10 (+5 eff.) Amulets make your neck look great! |
steel amulet 'Eilinenn'Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes resistances: +14% temporal / +10% blight / +12% nature / +5% arcane / +7% physical Poison immunity: +20% Disease immunity: +22% Pinning immunity: +23% Knockback immunity: +20% Stamina each turn: +0.30 Psi when hit: +0.12 Amulets make your neck look great! |
steel amulet 'Frigidblood'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% fire / +33% cold Equilibrium when hit: +0.08 Mindpower: +25 (+11 eff.) Amulets make your neck look great! |
steel amulet 'Skytide'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 blight / 6 fire Changes stats: +3 Mag Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +15% fire Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.stralite amulet 'Neroribeth' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +4 Armour: +12 Changes stats: +6 Wil Changes resistances: +26% lightning Changes damage: +12% acid Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +44% Light radius: +3 Amulets make your neck look great! |
wanderer's gold amulet of dexterity (+9) =4 con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +9 Dex / +5 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
warrior's steel amulet of perfection (0.16 Corruption / Vile life,0.16 Corruption / Bone)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical Talent masteries: +0.16 Corruption / Vile life +0.16 Corruption / Bone Stamina each turn: +0.40 Amulets make your neck look great! |
Aeryvena the DuskoblivionInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances: +6% blight / +11% nature / +6% darkness Changes resistances penetration: +5% darkness / +25% acid Poison immunity: +19% Disease immunity: +20% Life regen: +9.00 Maximum life: +88.00 Healing mod.: +15% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Braniganeg the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +8 Defense: +11 (+3 eff.) Changes resistances: +11% nature / +5% blight Changes damage: +3% blight Critical mult.: +5.00% Poison immunity: +25% Disease immunity: +18% Disarm immunity: +27% Pinning immunity: +29% Knockback immunity: +36% Maximum life: +33.00 Maximum mana: +20.00 Maximum vim: +50.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Frozenobeisance the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +21% cold Changes damage: +18% blight Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +28% Maximum life: +32.00 Mindpower: +30 (+13 eff.) Rings make your fingers look great! |
Hailward the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +12% light / +12% cold Changes damage: +12% blight / +27% cold Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
NoonquencherInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 21 Damage (Melee): 17 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 21 Damage (Ranged): 17 physical Changes stats: +5 Cun / +5 Con Changes damage: +24% light Spell save: +14 (+7 eff.) Mental save: +6 (+3 eff.) Life regen: +10.00 Hate when firing a critical mind attack: +2.00 Maximum life: +65.00 Maximum stamina: +22.00 Maximum hate: +9.00 Healing mod.: +11% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption =6 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 8.18 cold and 7.50 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. |
conjurer's copper ring of arcana (+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Silence immunity: +23% Mana each turn: +0.12 Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Changes stats: +7 Cun / +4 Dex Changes resistances: +3% all Rings make your fingers look great! |
gold emerald ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all Life regen: +9.00 Maximum life: +60.00 Healing mod.: +16% Rings make your fingers look great! |
gold emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +4 Wil Changes resistances: +3% all Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
gold emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 12% chance to reduce all saves and defense by 21 Damage (Melee): 11 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 21 Damage (Ranged): 14 physical Changes stats: +4 Cun Changes resistances: +3% all Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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! |
gold emerald ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +2 Mag Changes resistances: +3% all Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
gold garnet ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Changes stats: +6 Cun / +4 Dex Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 19 light Damage (Ranged): 15 light Changes stats: +4 Mag Changes damage: +13% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Mag Stun/Freeze immunity: +30% Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
gold ring 'Poryrin'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +7 (+2 eff.) Armour: +4 Effects on melee hit: * 14% chance to reduce all saves and defense by 21 Damage (Melee): 17 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 21 Damage (Ranged): 5 physical Changes stats: +4 Cun / +3 Con Changes resistances: +30% lightning Changes damage: +15% lightning Physical save: +3 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +10 (+2 eff.) Mindpower: +10 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
marksman's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
psionicist's copper ring of darkness (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Mental save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
steel lapis lazuli ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +6 Mag / +5 Wil Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
steel sapphire ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +14% acid / +13% fire / +14% lightning / +10% cold Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +13.00 Maximum life: +76.00 Healing mod.: +14% Rings make your fingers look great! |
stralite ring 'Huchik'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +13 Armour: +12 Defense: +7 (+2 eff.) Changes stats: +6 Str / +2 Mag / +6 Wil / +6 Cun Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Mindpower: +11 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of fire (+24%) =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of frost (+22%) =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+3 eff.) Rings make your fingers look great! |
voratun quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +13 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +26% Mana each turn: +0.10 Rings make your fingers look great! |
warrior's steel ring of lightning (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +28% lightning Changes damage: +14% lightning Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Yverin the Cinderobeisance (151% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +16 Damage when hit (Melee): 8 mind Changes stats: +3 Dex / +3 Wil Changes resistances penetration: +20% mind / +17% physical Changes damage: +9% fire Reduces incoming crit damage: 15.00% Psi when hit: +0.24 Hate when firing a critical mind attack: +5.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick voratun battleaxe of erosion (168% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed battleaxes. |
Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% 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 opportunity to learn from the mistakes of the past. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical 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. |
This item will automatically be transmogrified when you leave the level.stralite dagger 'Erelerek' (133% power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage against: +25% Unnatural When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +6 Wil Changes resistances: +9% cold / +5% arcane / +9% light Reduces incoming crit damage: 15.00% Mental save: +18 (+8 eff.) Maximum life: +60.00 Healing mod.: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Gunaromidil' (148% power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 15% chance to slow global speed by 47% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +12 (+3 eff.) Changes stats: +13 Str / +11 Dex / +10 Mag / +12 Wil / +10 Cun / +12 Con Changes resistances: +3% cold Maximum hate: +4.00 Maximum psi: +40.00 Mindpower: +5 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Zubyrith (151% power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +4 Armour: +10 Defense: +16 (+4 eff.) Changes stats: +3 Con Changes resistances: +5% physical Changes resistances penetration: +15% physical Disarm immunity: +53% Equilibrium when hit: +0.20 Mindpower: +15 (+8 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Belurand the dwarven-steel greatsword (143% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +14 nature / +20 physical When wielded/worn: Armour penetration: +3 Armour: +6 Changes damage: +18% physical Critical mult.: +20.00% Equilibrium when hit: +0.08 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Yvethra the stralite greatsword (159% power, 9 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +14.0% Physical power: +13 (+3 eff.) Defense: +20 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str / +4 Dex Critical mult.: +15.00% Physical save: +15 (+7 eff.) Infravision radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatsword of massacre (186% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 186% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +17 (+4 eff.) Disarm immunity: +55% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic iron greatsword of massacre (133% power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 134% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +12 acid / +16 nature When wielded/worn: Armour penetration: +10 Changes resistances penetration: +12% acid / +10% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful voratun greatsword of rage (171% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 darkness Damage against: +17% Living When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +14 Str Changes damage: +13% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick stralite greatsword of massacre (175% 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. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.slime-covered voratun greatsword of massacre (185% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 186% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to slow global speed by 47% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.mage-hunter's yew longbow of dampening Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 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 wielded/worn: Effects on ranged hit: * 14 arcane resource burn Changes stats: +3 Cun / +5 Wil Changes resistances: +15% acid / +14% lightning / +14% cold / +15% fire / +11% all Talent mastery: +0.30 Wild-gift / Antimagic Spell save: +14 (+7 eff.) Mindpower: +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
Bokekalthotar the Glareviper (131% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +21 nature / +20 light When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Str Changes damage: +10% physical Sharp, long, and deadly. |
Corpathus (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Cyrena the Abyssgrit (114% power, 5 apr) =4 con=Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +27 (+7 eff.) Defense: +8 (+2 eff.) Changes stats: +4 Con Changes resistances: +12% fire Changes damage: +15% physical Disarm immunity: +26% Stamina each turn: +2.00 Sharp, long, and deadly. |
Shockwake the steel longsword (110% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 darkness Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +19 fire Damage against: +9% Living When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str Changes resistances: +3% nature / +12% fire Changes resistances penetration: +5% fire Changes damage: +6% physical Global speed: +3% Sharp, long, and deadly. |
Xerarira (138% power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature / +12 acid When wielded/worn: Changes resistances: +12% blight / +3% physical / +6% nature Changes damage: +12% mind Psi when hit: +0.08 Only die when reaching: -80.00 life Sharp, long, and deadly. |
acidic iron longsword of paradox (103% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 Damage (Melee): +5 temporal When wielded/worn: Changes resistances: +6% temporal Sharp, long, and deadly. |
dwarven-steel longsword 'Infernoravager' (125% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 39% * 20% chance to reduce all saves and defense by 21 Damage when hit (Melee): 6 fire Changes resistances: +3% acid / +9% fire Disarm immunity: +23% Sharp, long, and deadly. |
elemental dwarven-steel longsword of shearing (126% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 fire damage (1/turn) When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +6 Changes resistances penetration: +7% all / +5% fire Changes damage: +13% fire Sharp, long, and deadly. |
enhanced stralite longsword of rage (142% power, 5 apr) =7 con=Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +12 Str / +6 Dex / +7 Mag / +6 Wil / +9 Cun / +7 Con Changes damage: +8% physical Sharp, long, and deadly. |
iron longsword 'Icepunish' (117% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +3% acid / +3% fire / +3% darkness Changes damage: +3% cold Reduces incoming crit damage: 15.00% Confusion immunity: +10% Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of shearing (125% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +7 blight When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +10% all Disease immunity: +17% Sharp, long, and deadly. |
stralite longsword 'Islibrerin' (139% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 105 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Physical crit. chance: +9.0% Changes resistances: +12% temporal Changes resistances penetration: +15% lightning / +13% physical Changes damage: +17% lightning / +6% temporal Light radius: +1 Infravision radius: +1 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of ruin (154% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +24 Physical crit. chance: +7.0% Changes resistances penetration: +9% physical Critical mult.: +21.00% Sharp, long, and deadly. |
Blizzardmaim the iron mace (105% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Changes stats: +1 Dex Changes resistances: +6% cold Changes damage: +9% acid Light radius: +1 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Scorchravage the dwarven-steel mace (147% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +3.0% Armour: +10 Damage when hit (Melee): 6 fire Changes stats: +2 Str Changes resistances: +12% mind / +4% physical Changes damage: +21% fire Blunt and deadly. |
dwarven-steel mace 'Prismvortex' (130% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Changes stats: +2 Cun / +1 Str Changes resistances: +3% mind Changes resistances penetration: +20% light / +6% all Light radius: +2 Infravision radius: +2 Blunt and deadly. |
dwarven-steel mace 'Salora' (130% power, 14 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +8 Defense: +5 (+1 eff.) Changes stats: +3 Dex Changes resistances: +6% darkness Changes resistances penetration: +7% physical Life regen: +4.00 Combat speed: +10% Healing mod.: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Vilebiter the pulsing mindstar (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): +20 nature Damage (radius 1) on hit: +20 light When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +8 Wil Talent granted: +1 Attune Mindstar Mental save: +18 (+8 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +38 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.living mindstar of flames (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 13 fire Changes resistances: +19% fire Changes resistances penetration: +12% fire Changes damage: +12% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Global speed: +6% 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.manaburning living mindstar of life (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn When wielded/worn: Changes resistances: +6% arcane Talent granted: +1 Attune Mindstar Life regen: +1.60 Maximum life: +27.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.manaburning pulsing mindstar of gales (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn When wielded/worn: Defense: +22 (+5 eff.) Changes resistances: +6% arcane Changes damage: +12% lightning / +11% cold / +7% physical Talent granted: +1 Attune Mindstar Pinning immunity: +35% Mindpower: +8 (+4 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. |
This item will automatically be transmogrified when you leave the level.resonating living mindstar of balance (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% mind Changes resistances penetration: +8% mind Changes damage: +6% mind Talent granted: +1 Attune Mindstar Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.80 Psi when hit: +1.70 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.thorny mindstar 'Bleakream' (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+8 eff.) Physical power: +30 (+8 eff.) Damage when hit (Melee): 6 darkness Changes stats: +6 Dex / +6 Cun / +4 Con Changes resistances: +9% light Talent granted: +1 Attune Mindstar Critical mult.: +17.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Glaremina the Blizzardusher (120% power, 4 apr, light element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +2 Str Changes resistances: +4% physical / +9% temporal Changes damage: +20% light / +12% cold Talent granted: +1 Command Staff Physical save: +9 (+5 eff.) Spell save: +18 (+8 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 121.34 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. |
Belylrathra the Brightnaught (157% power, 10 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Deals 53 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Defense: +10 (+2 eff.) Damage when hit (Melee): 2 fire Changes stats: +7 Con Changes resistances penetration: +11% physical Disarm immunity: +26% One-handed war axes. |
Brightrain (141% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage Damage (Melee): +15 light Damage (radius 1) on hit: +16 light Damage (radius 2) on crit: +8 light / +61 fire Damage against: +8% Undead When wielded/worn: Changes resistances: +5% arcane / +3% light Changes resistances penetration: +17% fire / +20% arcane / +5% light Global speed: +5% One-handed war axes. |
Drazilahad (140% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +13 blight / +9 temporal / +16 acid When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Con Changes resistances: +9% blight / +17% temporal Changes resistances penetration: +5% blight / +9% physical / +10% acid Disarm immunity: +18% One-handed war axes. |
Forestmaim the stralite waraxe (139% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 47% Damage (Melee): +14 temporal Damage (radius 1) on hit: +16 acid When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +6% acid / +17% temporal / +5% arcane / +15% mind Disease immunity: +10% Cut immunity: +20% One-handed war axes. |
Lisoth (140% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +44 (+11 eff.) Armour penetration: +9 Physical power: +10 (+3 eff.) Armour: +2 Defense: +41 (+10 eff.) Changes stats: +5 Con Changes resistances penetration: +13% all / +11% physical Disarm immunity: +60% One-handed war axes. |
Maloneg (135% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +13 darkness / +4 mind Damage (radius 2) on crit: +28 lightning / +14 cold Damage against: +11% Living When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 4 acid / 2 mind Changes resistances penetration: +9% lightning / +13% cold Changes damage: +6% mind Critical mult.: +15.00% Maximum hate: +2.00 Movement speed: +31% One-handed war axes. |
Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
dwarven-steel waraxe 'Cobraprophet' (118% power, 13 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 47% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes resistances: +9% light Physical save: +6 (+3 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe 'Glowglean' (121% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +14% Living When wielded/worn: Changes resistances: +9% acid / +20% nature / +15% light / +21% lightning Blindness immunity: +20% One-handed war axes. |
stralite waraxe 'Ce'Nekira' (139% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% 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) On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +6 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes resistances penetration: +10% acid Changes damage: +9% acid / +3% blight One-handed war axes. |
voratun waraxe 'Treeminister' (151% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +15 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +5 Str Infravision radius: +3 See invisible: +24 One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Layuth the PrismwakeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% physical / +17% cold / +9% fire Changes damage: +15% light Reduces incoming crit damage: 15.00% Cut immunity: +20% A belt that goes around your waist. |
Lisunne the TorchstreakerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +18% fire / +3% mind / +5% cold Only die when reaching: -20.00 life Maximum life: +20.00 A belt that goes around your waist. |
Vorarin the DuathelsteelPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 10 nature Changes resistances: +9% darkness / +12% mind Changes resistances penetration: +25% mind Changes damage: +12% nature / +12% darkness Mental save: +9 (+4 eff.) Spellpower: +8 (+2 eff.) A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
thick linen cloak of the voidstalker (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% temporal / +13% darkness / +12% cold Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +7% acid / +7% fire / +8% lightning / +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Carrionpunish the cashmere robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Mag / +2 Wil / +2 Cun Changes resistances: +9% acid / +9% nature / +14% mind / +11% all Changes damage: +14% mind / +9% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamaruigas (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +5 Cun / +2 Con Changes resistances: +43% acid / +15% all Changes damage: +25% acid Light radius: +3 See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chithad the linen robe (15 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Changes resistances: +3% acid / +11% mind / +7% all Changes damage: +11% mind Disarm immunity: +10% Stun/Freeze immunity: +20% Maximum life: +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Phoenixbait the silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Cun / +3 Mag Changes resistances: +3% lightning / +13% all Changes resistances penetration: +25% fire / +9% physical / +9% temporal Changes damage: +9% lightning / +17% temporal / +22% light / +9% fire / +32% darkness / +19% physical Spellpower: +16 (+4 eff.) Spell crit. chance: +13% Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xaniwyn (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag / +6 Wil / +7 Cun Changes resistances: +14% lightning / +15% temporal / +3% darkness / +3% acid / +12% cold / +22% fire / +3% nature / +13% all Changes damage: +8% lightning / +15% fire / +20% cold / +18% physical Critical mult.: +14.00% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% acid / +13% physical / +12% fire / +13% cold / +11% all Changes damage: +9% acid / +9% physical / +11% fire / +10% cold Talent cooldown: Refit Golem (-4 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's cashmere robe of blight (+8%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +8% darkness / +8% light / +22% blight / +8% fire / +7% cold / +11% all Changes damage: +15% blight Physical save: +13 (+7 eff.) Spell save: +23 (+10 eff.) Mental save: +13 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +6% darkness / +8% light / +8% blight / +7% fire / +6% cold / +11% all Changes damage: +10% all Physical save: +11 (+6 eff.) Spell save: +25 (+11 eff.) Mental save: +11 (+5 eff.) Spellpower: +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +13% blight / +15% all Life regen: +5.00 Maximum life: +82.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of the mountain (+10%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +10% physical Changes damage: +10% physical Mental save: +15 (+7 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mountain (+10%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +10% physical Changes damage: +10% physical Mental save: +16 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% fire / +10% cold / +11% all Changes damage: +10% acid / +6% physical / +7% fire / +12% arcane / +9% cold Talent cooldown: Refit Golem (-3 turns) Maximum mana: +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% acid / +15% physical / +13% fire / +10% cold / +13% all Changes damage: +11% acid / +14% physical / +9% fire / +19% arcane / +9% cold Talent cooldown: Refit Golem (-5 turns) Maximum mana: +34.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% blight / +13% all Life regen: +4.40 Maximum life: +64.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of fire (+15%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +15% fire Changes damage: +10% fire Spell save: +15 (+7 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Con Changes resistances: +15% all Changes damage: +18% nature Poison immunity: +27% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 274 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Barkvortex the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 47% * 20% chance to reduce strength, dexterity, and constitution by 29 Changes stats: +6 Mag / +3 Cun / +4 Con Changes resistances: +3% blight Changes damage: +7% acid / +3% nature / +17% blight Physical save: +19 (+9 eff.) Mental save: +16 (+8 eff.) Disease immunity: +34% Spellpower: +6 (+1 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daimalathahir the pair of hardened leather boots (25 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+6 eff.) Fatigue: -6% Damage when hit (Melee): 8 arcane Changes stats: +3 Mag Physical save: +6 (+3 eff.) Disarm immunity: +20% Stamina each turn: +0.70 Maximum life: +104.00 Maximum mana: +100.00 Movement speed: +10% A pair of boots made of leather. |
Duvydor the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +2 Dex / +2 Wil / +5 Cun Changes damage: +3% mind Silence immunity: +22% Confusion immunity: +25% Stun/Freeze immunity: +23% Mental crit. chance: +1% Movement speed: +25% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
Earaharakan the pair of dwarven-steel boots (0 def, 4 armour) =6 con=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +6 Con Changes resistances: +9% blight Changes resistances penetration: +5% blight Changes damage: +6% blight Physical save: +30 (+12 eff.) Mental save: +29 (+12 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Gilygondur the Weepquell (13 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 47% * 20% chance to reduce armor by 39% Damage when hit (Melee): 6 acid Changes stats: +8 Dex Changes resistances: +15% nature Changes damage: +15% acid / +12% nature A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Hellwaker the pair of hardened leather boots (0 def, 15 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Changes resistances: +11% lightning / +26% temporal / +20% nature / +15% fire Pinning immunity: +20% A pair of boots made of leather. |
Siluba the pair of rough leather boots (0 def, 1 armour) =3 con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +6% fire / +6% cold Changes damage: +3% mind Maximum hate: +2.00 A pair of boots made of leather. |
Stokewend (0 def, 3 armour) =7 con=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Str / +7 Con Changes resistances: +6% fire Changes damage: +6% fire Mental save: +9 (+4 eff.) Silence immunity: +33% Confusion immunity: +23% Stun/Freeze immunity: +23% Hate when firing a critical mind attack: +3.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag / +3 Wil It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Eladhemida the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Damage (Melee): 6 nature Damage when hit (Melee): 2 mind Changes resistances: +6% nature / +12% blight Changes resistances penetration: +10% blight Changes damage: +4% nature / +9% acid When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hailblow (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 13 nature Changes stats: +2 Cun Changes resistances: +9% blight / +30% fire / +9% nature / +5% arcane Changes resistances penetration: +25% cold Changes damage: +11% nature / +15% mind Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+8 eff.) When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +15 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hathikan (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 blight Damage when hit (Melee): 8 mind Changes resistances: +7% blight Changes resistances penetration: +25% arcane Changes damage: +7% blight Mana each turn: +0.08 Equilibrium when hit: +0.08 Maximum hate: +10.00 Spell crit. chance: +3% When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +10 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Morningparry the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Changes resistances: +6% darkness / +1% physical Poison immunity: +10% Maximum life: +100.00 Light radius: +1 When used to modify unarmed attacks: Power: 106% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.corrosive drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Damage (Melee): 11 acid Changes stats: +4 Dex Changes resistances: +9% acid Changes damage: +5% acid When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +11 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.polar drakeskin leather gloves of strength (+5) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +3 Damage (Melee): 12 cold Changes stats: +5 Str Changes resistances: +8% cold Changes damage: +6% cold When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +11 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.spellstreaming voratun gauntlets of magic (+4) (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% Changes stats: +4 Mag Changes damage: +7% arcane Mana each turn: +0.38 Spellpower: +7 (+1 eff.) Spell crit. chance: +9% When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +20 arcane Damage (radius 2) on crit: +12 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.stone warden's drakeskin leather gloves (0 def, 15 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +15 Armour Hardiness: +12% Changes stats: +14 Con Changes resistances: +11% physical When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +6% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.voratun gauntlets of archery (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +3 Fatigue: +5% Changes stats: +4 Cun / +2 Dex When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Chamigorand (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +30% lightning / +17% temporal / +8% cold / +9% fire / +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Damage when hit (Melee): 10 vim draining blight Changes stats: +2 Dex / +5 Mag / +6 Wil / +3 Con Changes resistances: +7% blight / +7% darkness Changes damage: +11% blight / +7% arcane Spell save: +9 (+4 eff.) Mental save: +9 (+4 eff.) Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 15% and all saves by 25, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Freezebutcher the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 2 arcane Changes stats: +4 Str / +4 Wil Changes resistances: +3% cold / +5% physical Changes resistances penetration: +15% arcane Changes damage: +3% arcane / +12% blight Physical save: +8 (+4 eff.) A cap made of leather. |
Glitterwing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +4 Wil / +5 Con Changes resistances: +8% fire / +8% cold Changes damage: +9% blight / +3% acid / +10% arcane / +15% light Spell crit. chance: +3% Light radius: +3 A cap made of leather. |
Lisibrevena (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: +6 Wil Changes resistances: +10% blight / +12% cold / +3% mind / +5% physical Changes damage: +6% mind Mental save: +9 (+4 eff.) Poison immunity: +20% Silence immunity: +20% Confusion immunity: +20% Maximum life: +80.00 A cap made of leather. |
cashmere wizard hat 'Infernogash' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +9% lightning / +10% temporal / +6% nature / +15% blight Changes damage: +3% fire Reduces incoming crit damage: 15.00% Blindness immunity: +20% Disease immunity: +20% Spellpower: +20 (+5 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Kokhad' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +15% mind / +25% acid Changes damage: +18% acid Mental save: +9 (+4 eff.) Psi each turn: +0.28 Mindpower: +5 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Muhor' (0 def, 4 armour) =2 con=Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +3 Str / +3 Dex / +2 Con Changes resistances: +5% blight / +7% nature / +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding linen wizard hat of the mountain (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% lightning / +11% physical / +5% temporal Changes damage: +11% physical A pointy cloth hat, very wizardly... |
rough leather cap 'Polowen' (0 def, 2 armour) =7 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +7 Con Changes resistances penetration: +15% mind Critical mult.: +5.00% Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.radiant voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +21% blight / +20% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +13% blight / +22% darkness / +23% acid Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Dourclamor (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances: +6% darkness / +16% physical Changes damage: +15% acid / +3% darkness Critical mult.: +14.00% Physical save: +33 (+13 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of alacrity (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble drakeskin leather armour of Eyal (27 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +27 (+7 eff.) Fatigue: +8% Changes stats: +6 Dex Life regen: +10.00 Maximum life: +53.00 Movement speed: +20% Healing mod.: +18% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +22% blight / +21% darkness Critical mult.: +18.00% Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Urygas the voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +16 Fatigue: +22% Changes stats: +4 Dex / +8 Con Changes resistances: +26% acid / +30% temporal / +8% mind Mental save: +22 (+10 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.stralite plate armour 'Rimeshear' (0 def, 30 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Fatigue: +22% Changes stats: +4 Mag Changes resistances penetration: +15% fire Changes damage: +30% cold / +12% fire Reduces incoming crit damage: 15.00% Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.iron shield of shrapnel (0 def, 2 armour, 19.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.scouring stralite shield of shrapnel (0 def, 8 armour, 137.5 block) Requires: - Shield usage training - Strength 35 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 16 arcane resource burn Damage (Melee): 15 acid / 20 nature Effects when hit in melee: * 8 arcane resource burn On shield block: * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) Changes stats: +5 Con Changes resistances: +12% acid / +14% nature Talent granted: +1 Block 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. |
994 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. |
7 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aliyagorn (dig speed 38 turns) =1 con=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Changes resistances: +11% nature / +9% acid Changes damage: +6% nature Teleport immunity: +10% Life regen: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe 'Flashrock' (dig speed 27 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Cun Changes resistances: +13% nature / +20% light Changes damage: +8% nature / +9% mind Reduces incoming crit damage: 15.00% Mental crit. chance: +7% See invisible: +21 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe 'Lisildatira' (dig speed 9 turns) Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Str / +5 Mag Changes damage: +10% mind / +15% fire Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum mana: +49.00 Maximum hate: +4.00 Spell crit. chance: +10% Mindpower: +10 (+5 eff.) Mental crit. chance: +4% Infravision radius: +3 When carried: Talent granted: +1 Dig 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? |
8 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. |
15 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Deepsspitter the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +6 Dex / +3 Con Changes resistances: +8% blight / +3% fire Life regen: +7.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Draruidir the DazzlespawnerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 4 light Changes resistances: +3% blight Changes damage: +3% blight Maximum life: +49.00 Light radius: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Isunor the alchemist's lampPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +9% blight / +8% darkness / +12% mind / +8% light Changes resistances penetration: +10% mind Changes damage: +8% darkness / +3% arcane Damage affinity(heal): +5% darkness Mental save: +8 (+4 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +8 See stealth: +8 See invisible: +19 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 27 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Radharegonik the InfernoragePowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 blight / 11 fire Changes resistances: +9% fire Changes resistances penetration: +10% blight / +10% fire Changes damage: +3% blight / +15% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Kygund'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Defense: +15 (+4 eff.) Changes stats: +4 Con Changes resistances: +7% cold / +7% temporal Changes resistances penetration: +15% physical Changes damage: +3% mind Critical mult.: +5.00% Physical save: +12 (+6 eff.) Only die when reaching: -80.00 life Light radius: +4 Defense after a teleport: +14 Resist all after a teleport: +10% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
3 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 534.00 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
This item will automatically be transmogrified when you leave the level.Radhegorn the Forestvagrant (21/21, 183% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 184% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 21 On weapon hit: * 20% chance to slow global speed by 47% * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 105 damage On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 nature Damage (radius 2) on crit: +20 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.high-capacity pouch of stralite shots of torment (57/57, 154% power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 57 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Cyrelle [power 51] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 47% Changes resistances: +3% blight / +12% acid Reduces incoming crit damage: 5.00% It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Eilinilelaith the dwarven-steel torque of psionic shield [power 81] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Str / +10 Wil Critical mult.: +15.00% Mental save: +9 (+4 eff.) Psi when hit: +0.20 Maximum stamina: +30.00 It can be used to setup a psionic shield, reducing all damage taken by 81 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Olesus [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% acid Spell save: +18 (+8 eff.) Mana when firing critical spell: +2.00 Maximum mana: +100.00 Spellpower: +15 (+3 eff.) Mindpower: +20 (+10 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. |
Mayata the Noonglory [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +15% light Changes resistances penetration: +10% lightning Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Blindblight the dragonbone wand of shielding [power 476] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +15% light / +20% cold Changes damage: +15% light / +12% mind Light radius: +3 It can be used to create a shield absorbing up to 476 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
6 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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By reaber the Skeleton Reaver level 36
19th Haze 124th year of Ascendancy at 08:56 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By reaber the Skeleton Reaver level 36
17th Haze 124th year of Ascendancy at 06:47 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By reaber the Skeleton Reaver level 39
30th Haze 124th year of Ascendancy at 05:12 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By reaber the Skeleton Reaver level 34
73rd Dusk 124th year of Ascendancy at 20:26 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By reaber the Skeleton Reaver level 30
61st Pyre 124th year of Ascendancy at 07:27 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By reaber the Skeleton Reaver level 25
63rd Dusk 123rd year of Ascendancy at 00:10 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By reaber the Skeleton Reaver level 38
26th Haze 124th year of Ascendancy at 09:07 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By reaber the Skeleton Reaver level 33
37th Dusk 124th year of Ascendancy at 17:05 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By reaber the Skeleton Reaver level 22
9th Flare 123rd year of Ascendancy at 07:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By reaber the Skeleton Reaver level 20
7th Decay 122nd year of Ascendancy at 02:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By reaber the Skeleton Reaver level 34
45th Dusk 124th year of Ascendancy at 16:08 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By reaber the Skeleton Reaver level 33
44th Dusk 124th year of Ascendancy at 05:28 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 reaber the Skeleton Reaver level 30
10th Mirth 124th year of Ascendancy at 16:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By reaber the Skeleton Reaver level 10
6th Flare 122nd year of Ascendancy at 23:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By reaber the Skeleton Reaver level 20
31st Haze 122nd year of Ascendancy at 13:34 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By reaber the Skeleton Reaver level 30
60th Pyre 124th year of Ascendancy at 17:40 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By reaber the Skeleton Reaver level 40
36th Haze 124th year of Ascendancy at 20:19 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By reaber the Skeleton Reaver level 22
65th Pyre 123rd year of Ascendancy at 17:21 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By reaber the Skeleton Reaver level 40
76th Haze 124th year of Ascendancy at 03:34 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By reaber the Skeleton Reaver level 38
26th Haze 124th year of Ascendancy at 10:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By reaber the Skeleton Reaver level 12
12nd Dusk 122nd year of Ascendancy at 03:15 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 reaber the Skeleton Reaver level 22
66th Regrowth 123rd year of Ascendancy at 08:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By reaber the Skeleton Reaver level 14
52nd Dusk 122nd year of Ascendancy at 03:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By reaber the Skeleton Reaver level 20
33rd Haze 122nd year of Ascendancy at 10:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By reaber the Skeleton Reaver level 15
78th Dusk 122nd year of Ascendancy at 15:06 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By reaber the Skeleton Reaver level 37
24th Haze 124th year of Ascendancy at 14:56 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By reaber the Skeleton Reaver level 35
16th Haze 124th year of Ascendancy at 03:21 see stats
Log
reaber misses Poletira the sandworm.
Poletira the sandworm hits reaber for (22 flat reduction), (71 to bones), 0 physical, (8 flat reduction), 0 fire, (22 flat reduction), (59 to bones), 0 physical (0 total damage).
Melee retaliation hits Poletira the sandworm for 10 darkness, 9 darkness (19 total damage).
Bone Spike hits Poletira the sandworm for 30 physical damage.
Poletira the sandworm is free from the gore.
Poletira the sandworm is free from the worm rot.
A carrion worm mass bursts out of Poletira the sandworm!
reaber hits Poletira the sandworm for 97 blight damage.
Epidemic from Reaber hits Poletira the sandworm for 45 blight damage.
------Player Action End------
Poletira the sandworm uses Dual Strike.
Poletira the sandworm performs a melee critical strike against reaber!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 191.
The powerful blow energizes reaber reducing their cooldowns!
Greater Weapon Focus from Poletira the sandworm performs a melee critical strike against reaber!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 204.
The powerful blow energizes reaber reducing their cooldowns!
Reaber resists the stunning strike!
Poletira the sandworm performs a melee critical strike against reaber!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 209.
The powerful blow energizes reaber reducing their cooldowns!
Greater Weapon Focus from Poletira the sandworm performs a melee critical strike against reaber!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 181.
The powerful blow energizes reaber reducing their cooldowns!
Poletira the sandworm hits Carrion worm mass for 105 fire damage.
Poletira the sandworm hits reaber for (22 flat reduction), (446 to bones), 0 physical, (22 flat reduction), 486 physical, (22 flat reduction), 3 fire (490 total damage).
Greater Weapon Focus from Poletira the sandworm hits Carrion worm mass for 105 fire damage.
Greater Weapon Focus from Poletira the sandworm hits reaber for (22 flat reduction), 474 physical, (22 flat reduction), 421 physical (894 total damage).
Melee retaliation hits Poletira the sandworm for 9 darkness, 9 darkness, 9 darkness, 9 darkness (38 total damage).
reaber the level 40 skeleton reaver was bludgeoned to death by Poletira the sandworm on level 1 of Briagh's Lair.








































































































































































