











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 1.7.0Official 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 | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 351% |
Size | medium |
Lifes / Deaths | Killed by Aerybreta the eternal bone giant at level 44 on the 3rd Allure 124th year of Ascendancy at 03:37 / 1 |
Primary Stats
Strength | 22 (base 14) |
Dexterity | 19 (base 14) |
Constitution | 20 (base 9) |
Magic | 149 (base 64) |
Willpower | 89 (base 62) |
Cunning | 103 (base 60) |
Resources
Life | 686/686 |
Mana | 428/428 |
Healing Factor | 1.2370588855781 |
Regeneration | 0.30926472139452 |
Speed
Mental | -12% |
Attack | -12% |
Movement | +86.759658879747% |
Spell | -12% |
Global | +128.39398118747% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 82.077745489447 |
See Invisible | 106.29193841437 |
Offense: Mainhand
Damage | 100 |
Accuracy | 11 |
Crit Chance | 41% |
APR | 6 |
Speed | 1.14 |
Offense: Spell
Spellpower | 99 |
Crit Chance | 71% |
Speed | 1.1363636363636 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 37% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
Blight | +24% |
Physical | +49% |
Mind | +14% |
All | +2% |
Darkness | +32% |
Light | +47% |
Temporal | +47% |
Fire | +50% |
Nature | +20% |
Offense: Damage Penetration
Mind | +15% |
Darkness | +15% |
Light | +15% |
Temporal | +15% |
Blight | +15% |
Physical | +30% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 71.530974456169 (60.418071861941%) |
Defense | 47 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 47 |
Mental Save | 63 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 59%( 70%) |
Cold | + 70%( 70%) |
All | + 40%( 70%) |
Lightning | + 60%( 70%) |
Temporal | + 49%( 70%) |
Physical | + 49%( 70%) |
Fire | + 58%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 0% |
Instadeath Resistance | 100% |
Stun Resistance | 66% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (113% 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. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 8 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 Willpower stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (113% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1761% for 10 turns (235 total) and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Arcane Power |
talent | Essence of Speed |
talent | Spellcraft |
talent | Disruption Shield |
talent | Phantasmal Shield |
talent | Feather Wind |
talent | Defensive Posture |
talent | Premonition |
talent | Shielding |
talent | Chant of Fortitude |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 unlocked the training room. * 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: 1376. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed warg claw. * You've found the needed multi-hued wyrm scale. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed orc heart. * You've found the needed bear paw. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of squid ink. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. * You have destroyed Gorbat. | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Phoenixclash the pair of voratun boots (0 def, 20 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +20 (-) Fatigue: +4% (-) Changes stats: +6(-) Mag Changes resistances: +6%(-) acid / +11%(-) fire / +14%(-) lightning / +11%(-) cold Changes resistances penetration: +15%(-) fire Changes damage: +15%(-) light / +9%(-) fire Vim when firing critical spell: +2.00 (-) Lowers spell cool-downs by: 10% (-) Infravision radius: +3 (-) Damage Shield penetration: +30% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Eldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+5 eff.) (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Mag / +4(-) Wil / +4(-) Cun / +4(-) Con / -5(-) Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) (-) Light radius: +6 (-) It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 7.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 64.41 cold damage and 94.09 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() Infused Cerebrum (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) (-) Changes stats: +10(-) Mag / +12(-) Wil / +10(-) Cun Fear immunity: -60% (-) Spellpower: +12 (+3 eff.) (-) Mindpower: +12 (+4 eff.) (-) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Tool | ![]() Eternity's Counter Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12%(-) all / +15%(-) temporal Reduce damage by fixed amount: +10(-) all Changes damage: +0%(-) all / +15%(-) temporal Movement speed: +16% (-) Combat speed: -12% (-) Casting speed: -12% (-) Mental speed: -12% (-) Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() voratun ring 'Hachak' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes stats: +5(-) Wil Changes resistances: +25%(-) acid / +20%(-) fire / +20%(-) lightning / +25%(-) cold Changes resistances penetration: +15%(-) blight Mana when firing critical spell: +2.00 (-) Maximum mana: +100.00 (-) Spellpower: +10 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+5 eff.) Damage (Melee): 0(-20) item temporal energize Changes stats: +14 Mag / +0(-5) Wil / +22 Cun / +7 Con Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +15% mind / +0%(-15%) blight Changes damage: +12% mind Reduces incoming crit damage: 10.00% Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +28 (+5 eff.) (+18 (+3 eff.)) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused 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. |
In main hand | ![]() Willowmaim the dragonbone magestaff (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 2(-) nature Changes resistances: +9%(-) nature Changes resistances penetration: +15%(-) physical / +15%(-) temporal / +15%(-) light / +15%(-) darkness Changes damage: +30%(-) temporal / +30%(-) light / +30%(-) physical / +18%(-) nature / +30%(-) darkness Talents granted: +1.00(-) Command Staff Mana each turn: +0.34 (-) Spellpower: +40 (+8 eff.) (-) Spell crit. chance: +5% (-) It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
On hands | ![]() Hand of the World-Shaper (0 def, 12 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 (-) Changes stats: +6(-) Str / +6(-) Mag Changes resistances: +10%(-) physical Changes resistances penetration: +15%(-) physical Changes damage: +12%(-) physical Talent masteries: +0.20(-) Spell / Stone +0.10(-) Wild-gift / Sand drake aspect +0.10(-) Spell / Earth Spellpower: +10 (+2 eff.) (-) Spell crit. chance: +10% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 9.3 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 189.43 physical damage in a radius of 5 each turn for 10 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
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 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 9 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 36%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 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. |
Cloak | ![]() Wrap of Stone (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.20(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+1 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 4.0 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 13 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 415.15 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() Gyntir Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) (-) Damage when hit (Melee): 6(-) arcane Changes stats: +8(-) Mag Critical mult.: +15.00% (-) Pinning immunity: +20% (-) Maximum life: +80.00 (-) Maximum vim: +30.00 (-) Damage Shield penetration: +20% (-) Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 27 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 9 turns. While Heroism is active, you will only die when reaching -587 life. The duration and life will increase by 1% for every 1% life you have lost (currently 587 life, 9 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. |
![]() 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 increase movement speed by 466% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 923% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Spell (113% of a turn) Is: a spell Description: Inflicts 743.82 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. |
![]() 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: 11 Travel Speed: instantaneous Usage Speed: Spell (113% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 light, 3 blight, 3 nature 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. |
![]() 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: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (113% 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. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 260.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 412.90 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 12 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 31% all resistance, you move 37% faster, and you are invisible (power 8). 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. |
![]() 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: 11 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 52% all resistance, you move 48% faster, and you are invisible (power 35). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 44% all resistance, you move 69% faster, and you are invisible (power 45). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the psychic (absorb 262; cd 12) 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: 8(-) 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 262(+87) 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the wizard (absorb 275; cd 12) 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: 8(-) 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 275(+99) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your -Willpower, +Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 9 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 783 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 9 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 648 damage for 6 turns. Its effects scale with your Strength 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. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 62 up to 6 times. Its effects scale with your Cunning 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. |
![]() 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 4 times. Its effects scale with your Cunning 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: +2% Damage when hit (Melee): 0(-6) arcane Changes stats: +6 Str / +0(-8) Mag / +6 Con Changes resistances: +20% physical Critical mult.: +0.00% (-15.00%) Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +0(-8) Mag / -5 Wil / +10 Cun Changes resistances: +15% blight / +15% darkness / +15% acid Critical mult.: +0.00% (-15.00%) Physical save: +15 (+11 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Pinning immunity: +0% (-20%) Maximum life: +20.00 (-60.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Fulikalthoran Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Effects on melee hit: * 10% chance to reduce all saves and defense by 34 Damage when hit (Melee): 6 mind / 0(-6) arcane Changes stats: +2(-6) Mag / +2 Wil Changes resistances penetration: +15% mind Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Critical mult.: +0.00% (-15.00%) Mental save: +8 (+2 eff.) Blindness immunity: +16% Confusion immunity: +15% Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +7 (+2 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +7 Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() Burnkiss the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane / 6 fire Changes stats: +0(-8) Mag Changes resistances: +5% arcane / +9% fire Changes resistances penetration: +25% fire Changes damage: +24% mind / +9% fire Talent mastery: +0.28 Spell / Phantasm Critical mult.: +15.00% (-) Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() Eremenaridurim the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 39 Damage when hit (Melee): 8 blight / 0(-6) arcane Changes stats: +0(-8) Mag Changes resistances: +5% arcane / +12% blight Changes resistances penetration: +10% blight / +10% arcane Changes damage: +6% arcane Talent mastery: +0.27 Spell / Water Critical mult.: +0.00% (-15.00%) Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() Polakira the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +12 Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +5 Wil / +3(-5) Mag Changes resistances: +22% lightning Changes resistances penetration: +15% arcane Critical mult.: +0.00% (-15.00%) Reduces incoming crit damage: 15.00% Pinning immunity: +0% (-20%) Stun/Freeze immunity: +35% Vim when firing critical spell: +2.00 Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 0(-6) arcane / 5 % chance of confusion Changes stats: +0(-8) Mag Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Critical mult.: +0.00% (-15.00%) Mental save: +35 (+8 eff.) Confusion immunity: -100% Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Mindpower: +8 (+2 eff.) Damage Shield penetration: +0% (-20%) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +0(-8) Mag Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Critical mult.: +0.00% (-15.00%) Blindness immunity: +100% Confusion immunity: +50% Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Infravision radius: +3 Damage Shield penetration: +0% (-20%) Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 4.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 23 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() stralite amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +0(-8) Mag Critical mult.: +0.00% (-15.00%) Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() stralite amulet 'Amurach' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +30 (+10 eff.) (+20 (+6 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +0(-8) Mag Changes resistances: +15% fire / +20% cold Critical mult.: +0.00% (-15.00%) Spell save: +18 (+6 eff.) Silence immunity: +20% Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Light radius: +2 Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() Garkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +10 Str / +0(-8) Mag / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Critical mult.: +0.00% (-15.00%) Physical save: +18 (+12 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% (+80%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.5 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 334.78 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Xanyrama the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +2 Str / +0(-8) Mag / +10 Cun / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +6% mind / +15% physical Critical mult.: +20.00% (+5.00%) Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() voratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +0(-8) Mag Critical mult.: +0.00% (-15.00%) Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() voratun amulet 'Frozenfear' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-4 eff.)) Damage when hit (Melee): 0(-6) arcane Changes stats: +2 Dex / +0(-8) Mag / +2 Cun / +25 Con Changes resistances penetration: +20% cold Critical mult.: +0.00% (-15.00%) Pinning immunity: +0% (-20%) Maximum life: +0.00 (-80.00) Maximum vim: +0.00 (-30.00) Infravision radius: +3 See invisible: +6 Damage Shield penetration: +0% (-20%) Amulets make your neck look great! |
![]() Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item temporal energize Changes stats: +6 Mag / +0(-5) Wil / +6 Cun Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +25% lightning / +0%(-15%) blight / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
![]() Mardorakath the Duskshear Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage (Melee): 0(-20) item temporal energize Changes stats: +5 Str / +0(-5) Wil Changes resistances: +0%(-25%) acid / +6% darkness / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Maximum hate: +4.00 Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Mindpower: +30 (+8 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Shimmerworm Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +15 (+5 eff.) Damage (Melee): 0(-20) item temporal energize Changes stats: +11 Dex / +0(-5) Wil / +6 Cun Changes resistances: +9%(-11%) lightning / +0%(-20%) fire / +0%(-25%) cold / +0%(-25%) acid Changes resistances penetration: +10% lightning / +20% physical / +0%(-15%) blight Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Stormrace Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+9 eff.) Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 8 lightning Changes stats: +8 Dex / +0(-5) Wil / +8 Cun Changes resistances: +0%(-25%) acid / +9%(-11%) fire / +0%(-20%) lightning / +12%(-13%) cold Changes resistances penetration: +20% light / +0%(-15%) blight Changes damage: +15% lightning Spell save: +12 (+4 eff.) Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +3 Rings make your fingers look great! Tap to cycle through comparison choices |
![]() The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-5) Wil Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." Tap to cycle through comparison choices |
![]() gladiator's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Damage (Melee): 0(-20) item temporal energize Changes stats: +7 Str / +0(-5) Wil / +8 Con Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight Life regen: +9.00 Mana when firing critical spell: +0.00 (-2.00) Maximum life: +68.00 Maximum mana: +0.00 (-100.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Healing mod.: +17% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() painweaver's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+5 eff.) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-5) Wil Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight Changes damage: +7% all Life regen: +7.00 Mana when firing critical spell: +0.00 (-2.00) Maximum life: +57.00 Maximum mana: +0.00 (-100.00) Spellpower: +11 (+2 eff.) (+1 (+0 eff.)) Mindpower: +9 (+3 eff.) Healing mod.: +16% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() painweaver's stralite ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+5 eff.) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-5) Wil Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight Changes damage: +6% all Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +20 (+4 eff.) (+10 (+2 eff.)) Mindpower: +16 (+4 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. stralite ring 'Kilncast' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-5) Wil Changes resistances: +0%(-25%) acid / +36% darkness / +0%(-20%) lightning / +18%(-2%) fire / +16% mind / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight / +15% fire Changes damage: +18% darkness / +12% fire Critical mult.: +22.36% Mental save: +15 (+3 eff.) Psi when hit: +0.20 Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Mindpower: +20 (+5 eff.) Mental crit. chance: +6% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Berothel the Voidbreeze Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+11 eff.) Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-5) Wil / +13 Con Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight Changes damage: +18% darkness Critical mult.: +15.00% Stamina each turn: +3.00 Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +13 (+2 eff.) (+3 (+0 eff.)) Mindpower: +9 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Exiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 0(-20) item temporal energize / 15 temporal Changes stats: +0(-5) Wil Changes resistances: +0%(-25%) acid / +15% temporal / +0%(-25%) cold / +0%(-20%) lightning / +0%(-20%) fire Changes resistances penetration: +0%(-15%) blight Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +10 (+2 eff.) (-) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 226.81 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. Tap to cycle through comparison choices |
![]() conjurer's voratun ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 37 light / 0(-20) item temporal energize Damage (Ranged): 29 light Changes stats: +7(+2) Wil / +11 Mag Changes resistances: +0%(-25%) acid / +0%(-20%) fire / +0%(-20%) lightning / +0%(-25%) cold Changes resistances penetration: +0%(-15%) blight Changes damage: +18% light Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-100.00) Spellpower: +12 (+2 eff.) (+2 (+0 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Gravitational Staff (136% power, 8 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 (+2) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature / +15% physical Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +20%(-10%) physical / +0%(-30%) darkness / +10%(-20%) temporal / +0%(-18%) nature / +0%(-30%) light Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Spellpower: +25 (+5 eff.) (-15 (-3 eff.)) Spell crit. chance: +7% (+2%) It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 5.4 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 257.81 physical (gravity) damage. Each target moved beyond the first increases the damage by 32.23 (up to a maximum of 128.91 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. Tap to cycle through comparison choices |
![]() Staff of Arcane Supremacy (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 120% (-15%) Range: 1.2x (+0.0x) Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-2) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) darkness / +0%(-30%) physical / +0%(-18%) nature / +20% arcane / +0%(-30%) light Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Spellpower: +20 (+4 eff.) (-20 (-4 eff.)) Spell crit. chance: +0% (-5%) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. Tap to cycle through comparison choices |
![]() Gorykath the Hazeraven (138% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% (+1%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (-1) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) temporal / +0%(-15%) light / +5% cold / +0%(-15%) darkness / +15%(-) physical Changes damage: +0%(-30%) temporal / +0%(-30%) darkness / +31%(+1%) physical / +0%(-18%) nature / +0%(-30%) light Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% Mana each turn: +0.00 (-0.34) Maximum stamina: +30.00 Spellpower: +17 (+3 eff.) (-23 (-5 eff.)) Spell crit. chance: +19% (+14%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() infernal elven-wood starstaff of the prodigy (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (-7%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (-1) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 22 fire Damage when hit (Melee): 0(-2) nature Changes stats: +10 Mag / +17 Wil / +10 Cun Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +25%(-5%) darkness / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) light Talents granted: +1.00(-) Command Staff Critical mult.: +31.00% Mana each turn: +0.00 (-0.34) Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +18 (+3 eff.) (-22 (-5 eff.)) Spell crit. chance: +4% (-1%) See invisible: +7 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Delegen the Duskshaper (136% power, 6 apr, physical element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Physical power: +15 (+5 eff.) Armour: +10 Defense: +15 (+5 eff.) Damage when hit (Melee): 11 darkness / 0(-2) nature Changes stats: +5 Str / +4 Dex Changes resistances: +9% lightning / +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +45%(+15%) physical / +0%(-30%) light / +0%(-30%) temporal / +0%(-18%) nature / +15%(-15%) darkness Talents granted: +1.00(-) Command Staff Mana each turn: +0.00 (-0.34) Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +15 (+3 eff.) (-25 (-5 eff.)) Spell crit. chance: +5% (-) Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.2 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 8 that illuminates the area and deals 310.73 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. Tap to cycle through comparison choices |
![]() Freezeripper (136% power, 6 apr, cold element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Physical power: +10 (+3 eff.) Armour: +14 Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature / +9% cold Changes resistances penetration: +0%(-15%) temporal / +0%(-15%) darkness / +0%(-15%) physical / +10% arcane / +0%(-15%) light Changes damage: +0%(-30%) temporal / +0%(-30%) darkness / +0%(-30%) physical / +45% cold / +0%(-18%) nature / +0%(-30%) light Talents granted: +1.00(-) Command Staff Critical mult.: +16.00% Stamina each turn: +3.00 Mana each turn: +0.00 (-0.34) Maximum stamina: +30.00 Spellpower: +15 (+3 eff.) (-25 (-5 eff.)) Spell crit. chance: +18% (+13%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() Nerobeth (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Damage when hit (Melee): 0(-2) nature Changes stats: +2 Wil / +2 Mag Changes resistances: +9% mind / +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +30% cold / +3% arcane / +0%(-30%) darkness Talents granted: +1.00(-) Command Staff Mana each turn: +0.44 (+0.10) Spellpower: +29 (+6 eff.) (-11 (-2 eff.)) Spell crit. chance: +20% (+15%) Damage Shield penetration: +10% Talent on hit(spell): Manathrust (10% chance level 4). It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() Poltergeist's Drake's Bane (156% power, 21 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% (+19%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 (+15) Crit. chance: +2.0% (-3.0%) Attack speed: 100% (-) Damage against: +25% Dragon When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes stats: +8 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Reduced damage from: +25% Dragon Talent granted: +0(+-1) Command Staff Physical save: +9 (+8 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Mana each turn: +0.00 (-0.34) Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. voratun greatmaul (179% power, 4 apr) Requires: - Strength 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% (+42%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-2) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) Massive two-handed mauls. Tap to cycle through comparison choices |
![]() Morrigor (161% power, 12 apr) Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 161% (+25%) Range: 1.4x (+0.2x) Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (+6) Crit. chance: +7.0% (+2.0%) Attack speed: 100% (-) On weapon hit: + deal 75.99 arcane and 98.34 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: + swallows the victim's soul, gaining a new power When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talents granted: +1 Soul Purge +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Spellpower: +24 (+5 eff.) (-16 (-3 eff.)) Spell crit. chance: +12% (+7%) This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. plaguebringer's voratun mace of daylight (157% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% (+20%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 18% chance to reduce strength, dexterity, and constitution by 39 Damage (Melee): +20 blight / +17 light Damage against: +30% Undead When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talent granted: +0(+-1) Command Staff Disease immunity: +31% Mana each turn: +0.00 (-0.34) Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. stralite waraxe 'Blastworm' (138% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% (+2%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-1) Crit. chance: +6.5% (+1.5%) Attack speed: 100% (-) Damage (Melee): +22 lightning Damage (radius 1) on hit: +22 lightning Damage (radius 2) on crit: +20 lightning When wielded/worn: Accuracy: +21 (+14 eff.) Damage when hit (Melee): 0(-2) nature Changes stats: +6 Dex Changes resistances: +9% lightning / +12% temporal / +15% cold / +0%(-9%) nature / +15% fire Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +15% acid / +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Equilibrium when hit: +0.20 Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) Mental crit. chance: +4% Combat speed: +10% One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. truestriking stralite waraxe of crippling (134% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 134% (-2%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-1) Crit. chance: +6.5% (+1.5%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +18 (+13 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) darkness / +10%(-5%) physical / +0%(-15%) light / +0%(-15%) temporal Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) One-handed war axes. Tap to cycle through comparison choices |
![]() Swordbreaker (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% (-7%) Range: 1.3x (+0.1x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+14) Crit. chance: +15.0% (+10.0%) Attack speed: 111% (+11%) On weapon crit: + Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Damage when hit (Melee): 0(-2) nature Changes stats: +8 Cun / +8 Dex Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talents granted: +1 Dagger Block +0(+-1) Command Staff Physical save: +15 (+11 eff.) Disarm immunity: +50% Mana each turn: +0.00 (-0.34) Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
![]() Kinetic Spike (147% power, 40 apr) Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% (+10%) Range: 1.3x (+0.1x) Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 (+34) Crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +8 (+8 eff.) Physical power: +15 (+5 eff.) Damage when hit (Melee): 0(-2) nature Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) darkness / +30%(+15%) physical / +0%(-15%) light / +0%(-15%) temporal Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talent mastery: +0.20 Psionic / Augmented striking Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. Tap to cycle through comparison choices |
![]() Amethyst of Sanctuary (111% power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% (-25%) Range: 1.1x (-0.1x) 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: +26 (+20) Crit. chance: +6.0% (+1.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes stats: +8 Wil Changes resistances: +15% mind / +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-18%) nature / +0%(-30%) darkness Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Talent granted: +0(+-1) Command Staff Mental save: +25 (+6 eff.) Mana each turn: +0.00 (-0.34) Maximum psi: +20.00 Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +14 (+4 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. Tap to cycle through comparison choices |
![]() Seeds of the Black Tree (115% power, 27 apr, darkness damage) Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% (-21%) Range: 1.1x (-0.1x) Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 (+21) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: + 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes stats: +6 Wil / +6 Mag Changes resistances: +0%(-9%) nature Changes resistances penetration: +0%(-15%) physical / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness Changes damage: +0%(-30%) temporal / +10%(-20%) darkness / +0%(-30%) physical / +10% blight / +0%(-18%) nature / +10% mind / +0%(-30%) light Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.34) Spellpower: +12 (+2 eff.) (-28 (-6 eff.)) Spell crit. chance: +12% (+7%) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. Tap to cycle through comparison choices |
![]() Thermal Focus (109% power, 32 apr, fire damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% (-27%) Range: 1.1x (-0.1x) Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+26) Crit. chance: +5.0% (-) Attack speed: 100% (-) Damage conversion: 50% cold When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances: +20% fire / +0%(-9%) nature / +20% cold Changes resistances penetration: +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) physical / +12% fire / +0%(-15%) darkness / +12% cold Changes damage: +0%(-30%) temporal / +0%(-30%) light / +0%(-30%) physical / +0%(-30%) darkness / +20% fire / +0%(-18%) nature / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talents granted: +1 Psionic Maelstrom +0(+-1) Command Staff Spell save: +12 (+4 eff.) Mana each turn: +0.00 (-0.34) Psi each turn: +1.00 Spellpower: +0 (+0 eff.) (-40 (-8 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
![]() Temporal Rift (8 def, 4 armour, 325 block) Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Armour Penetration: +0 (-11) Crit. chance: +0.0% (-18.0%) Attack speed: inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes stats: +0(-6) Cun / +0(-6) Mag Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Changes damage: +0%(-15%) blight / +0%(-15%) darkness / +0%(-15%) acid Talent granted: +1 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+3 eff.) (-) Spell crit. chance: +0% (-10%) Infravision radius: +0 (-2) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10(-5) Mag Changes resistances: +50% fire / -10% cold / +11%(-2%) all Reduce damage by fixed amount: +0(-22) all Changes resistances penetration: +20% fire Changes damage: +0%(-22%) blight / +20% fire Spellpower: +12 (+2 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6(-9) Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13%(-) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight / +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+3 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) (-) Spell crit. chance: +0% (-8%) Light radius: +1 Movement speed: +0% (-32%) A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5(-10) Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13%(-) all Reduce damage by fixed amount: +0(-22) all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +0%(-22%) blight / +20% temporal / +20% physical Spellpower: +23 (+4 eff.) (+8 (+1 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 2.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10(-5) Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13%(-) all Reduce damage by fixed amount: +0(-22) all Changes resistances penetration: +15% lightning Changes damage: +25% lightning / +0%(-22%) blight Spellpower: +20 (+4 eff.) (+5 (+1 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +10% (-22%) Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() ancient silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9(-6) Mag / +5 Wil Changes resistances: +13%(-) all Reduce damage by fixed amount: +0(-22) all Changes resistances penetration: +11% temporal / +9% physical Changes damage: +0%(-22%) blight / +8% temporal / +21% physical Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) (-5 (-1 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. mindwoven silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +0(-15) Mag Changes resistances: +13%(-) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight Mental save: +26 (+6 eff.) Mana each turn: +0.27 Maximum mana: +75.00 Spellpower: +25 (+5 eff.) (+10 (+2 eff.)) Spell crit. chance: +11% (+3%) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Movement speed: +0% (-32%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +0(-15) Mag Changes resistances: +13%(-) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight Spellpower: +0 (+0 eff.) (-15 (-3 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Velewe' (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +1 Changes stats: +9 Str / +8(-7) Mag / +7 Wil Changes resistances: +11% lightning / +4% physical / +17% blight / +9% cold / +13%(-) all Reduce damage by fixed amount: +0(-22) all Changes resistances penetration: +10% physical Changes damage: +13% lightning / +21% physical / +0%(-22%) blight / +17% cold / +6% arcane Mental save: +24 (+6 eff.) Life regen: +5.10 Maximum life: +77.00 Spellpower: +0 (+0 eff.) (-15 (-3 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Movement speed: +0% (-32%) Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3(-12) Mag / +4 Wil Changes resistances: +15%(+2%) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight / +17% temporal / +25% arcane Mana each turn: +0.35 Maximum mana: +83.00 Spellpower: +29 (+5 eff.) (+14 (+2 eff.)) Spell crit. chance: +19% (+11%) Movement speed: +0% (-32%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5(-10) Mag / +5 Cun Changes resistances: +30% cold / +30% temporal / +30% darkness / +0%(-13%) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight / +20% cold / +20% darkness Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) (-5 (-1 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) It can be used to turn yourself invisible (power 52, based on Cunning and Magic) for 10 turns Activation costs 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() This item will automatically be transmogrified when you leave the level. multi-hued drakeskin leather armour of resilience (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Fatigue: +8% Changes stats: +0(-15) Mag Changes resistances: +19% acid / +16% physical / +14% fire / +14% cold / +16% lightning / +0%(-13%) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight Maximum life: +48.00 Spellpower: +0 (+0 eff.) (-15 (-3 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +12 (+3 eff.) Movement speed: +0% (-32%) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. cleansing voratun mail armour of implacability (5 def, 18 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +4% Changes stats: +0(-15) Mag Changes resistances: +17% blight / +11% nature / +0%(-13%) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight Physical save: +13 (+10 eff.) Spellpower: +0 (+0 eff.) (-15 (-3 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) A suit of armour made of mail. |
![]() Monolith Armour (40 def, 50 armour) Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+13 eff.) Fatigue: +70% Changes stats: +15 Str / +25(+10) Mag Changes resistances: +10%(-3%) all Reduce damage by fixed amount: +0(-22) all Changes damage: +0%(-22%) blight Physical save: +35 (+21 eff.) Spell save: +35 (+12 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+5 eff.) (+10 (+2 eff.)) Spell crit. chance: +0% (-8%) Movement speed: +0% (-32%) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Fogbearer Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Dex / +4 Mag / +0(-3) Wil / +4 Cun / +6 Lck Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +3%(-17%) nature / +3% darkness Trap disarming bonus: +5 Stealth bonus: +6 Light radius: +3 Infravision radius: +3 Healing mod.: +0% (-15%) A belt that goes around your waist. |
![]() Eilinamilaith the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Defense: +30 (+10 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) nature / +0%(-20%) blight / +6% fire / +5% arcane / +0%(-20%) cold Critical mult.: +10.00% Physical save: +3 (+3 eff.) Blindness immunity: +20% Silence immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Healing mod.: +0% (-15%) A belt that goes around your waist. |
![]() monstrous hardened leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +4 Dex / +0(-3) Wil / +4 Cun / +4 Con / +7 Lck Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Trap disarming bonus: +15 Stealth bonus: +7 Physical save: +7 (+7 eff.) Infravision radius: +3 Healing mod.: +0% (-15%) Size category: +1 A belt that goes around your waist. |
![]() Betina Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +17 (+6 eff.) Changes stats: +6 Str / +6 Dex / +0(-3) Wil / +5 Cun / +6 Con Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +9% light / +0%(-20%) nature Critical mult.: +15.00% Physical save: +12 (+9 eff.) Cut immunity: +20% Silence immunity: +10% Life regen: +4.00 Maximum life: +60.00 Mental crit. chance: +9% Healing mod.: +0% (-15%) Size category: +1 A belt that goes around your waist. |
![]() Daimybers the drakeskin leather belt Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2(-1) Wil / +6 Cun / +10 Con Changes resistances: +9% acid / +0%(-20%) cold / +0%(-20%) nature / +0%(-20%) blight Changes damage: +9% mind Mental save: +29 (+7 eff.) Maximum life: +70.00 Mindpower: +32 (+8 eff.) Mental crit. chance: +3% Healing mod.: +0% (-15%) A belt that goes around your waist. |
![]() Shockbait Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+5 eff.) Changes stats: +5 Str / +5 Dex / +0(-3) Wil / +5 Cun / +5 Con / +8 Lck Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Changes resistances penetration: +10% lightning Changes damage: +9% lightning Trap disarming bonus: +25 Stealth bonus: +13 Physical save: +26 (+16 eff.) Vim when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +20 (+3 eff.) Mindpower: +12 (+3 eff.) Infravision radius: +4 Healing mod.: +0% (-15%) Size category: +1 A belt that goes around your waist. |
![]() drakeskin leather belt 'Liserin' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +0(-3) Wil Changes resistances: +5% physical / +0%(-20%) blight / +0%(-20%) cold / +5% arcane / +0%(-20%) nature Knockback immunity: +20% Life regen: +4.00 Maximum life: +57.00 Healing mod.: +10% (-5%) A belt that goes around your waist. |
![]() Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +0%(-5%) physical / +10% fire / +10% darkness / +10% cold Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.20) Spell / Stone +0.20 Corruption / Fearfire +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spellpower: +0 (+0 eff.) (-6 (-1 eff.)) All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() Murkcast the cashmere cloak (12 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 lightning Changes stats: +7 Str / +5 Dex / +2 Mag / +2 Con Changes resistances: +0%(-5%) physical Changes resistances penetration: +25% darkness Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.20) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Physical save: +14 (+10 eff.) Spell save: +17 (+6 eff.) Mental save: +16 (+4 eff.) Spellpower: +0 (+0 eff.) (-6 (-1 eff.)) 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. |
![]() cashmere cloak 'Hettyntir' (22 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +22 (+7 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +12% darkness / +0%(-5%) physical Changes damage: +6% mind / +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.20) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spell save: +18 (+6 eff.) Spellpower: +0 (+0 eff.) (-6 (-1 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Ebonyqueller the elven-silk cloak (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +4 Mag / +4 Wil Changes resistances: +0%(-5%) physical / +9% fire Changes resistances penetration: +25% arcane Changes damage: +15% arcane / +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.20) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spell save: +11 (+4 eff.) Maximum mana: +56.00 Spellpower: +0 (+0 eff.) (-6 (-1 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk cloak 'Corpsereeve' (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 nature Changes stats: +6 Cun / +5 Wil Changes resistances: +5% arcane / +0%(-5%) physical Changes resistances penetration: +25% arcane Changes damage: +18% blight / +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.20) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Maximum mana: +100.00 Maximum vim: +30.00 Spellpower: +0 (+0 eff.) (-6 (-1 eff.)) Spell crit. chance: +3% Mental crit. chance: +8% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Shoes of Moving Slowly (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 (-20) Defense: +0 (+0 eff.) Fatigue: +3% (-1%) Changes stats: +8(+2) Mag / +8 Wil Changes resistances: +0%(-6%) acid / +0%(-11%) fire / +0%(-14%) lightning / +0%(-11%) cold Changes resistances penetration: +0%(-15%) fire Changes damage: +0%(-15%) light / +0%(-9%) fire Knockback immunity: +100% Vim when firing critical spell: +0.00 (-2.00) Spellpower: +5 (+1 eff.) Lowers spell cool-downs by: 0% (-10%) Infravision radius: +0 (-3) Damage Shield penetration: +0% (-30%) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() This item will automatically be transmogrified when you leave the level. undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-15) Fatigue: +0% (-4%) Changes stats: +3(-3) Mag / +3 Wil Changes resistances: +0%(-6%) acid / +0%(-11%) fire / +0%(-14%) lightning / +0%(-11%) cold Changes resistances penetration: +0%(-15%) fire Changes damage: +0%(-15%) light / +0%(-9%) fire Silence immunity: +36% Confusion immunity: +40% Stun/Freeze immunity: +48% Vim when firing critical spell: +0.00 (-2.00) Lowers spell cool-downs by: 0% (-10%) Infravision radius: +0 (-3) Damage Shield penetration: +0% (-30%) It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Cinderfeet (3 def, 5 armour) Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 (-15) Defense: +3 (+1 eff.) Fatigue: +6% (+2%) Changes stats: +4 Cun / +4(-2) Mag Changes resistances: +0%(-6%) acid / +20%(+9%) cold / +0%(-14%) lightning / +0%(-11%) fire Changes resistances penetration: +0%(-15%) fire Changes damage: +0%(-15%) light / +18%(+9%) fire Vim when firing critical spell: +0.00 (-2.00) Lowers spell cool-downs by: 0% (-10%) Light radius: +2 Infravision radius: +0 (-3) Damage Shield penetration: +0% (-30%) Each step you take leaves a burning trail behind you lasting 5 turns that deals 148 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Falidas the drakeskin leather gloves (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +13 (+10 eff.) Armour: +3 (-9) Effects when hit in melee: * 29 arcane resource burn Changes stats: +6(-) Str / +7 Dex / +0(-6) Mag / +3 Cun / +4 Con Changes resistances: +0%(-10%) physical Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-12%) physical Talent masteries: +0.00(-0.20) Spell / Stone +0.00(-0.10) Wild-gift / Sand drake aspect +0.00(-0.10) Spell / Earth Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+7 eff.) Spell save: +11 (+4 eff.) Stamina each turn: +2.00 Maximum stamina: +30.00 Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-10%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Fist of the Destroyer (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Armour: +0 (-12) Defense: +8 (+2 eff.) Changes stats: +9(+3) Str / +9(+3) Mag / +3 Cun Changes resistances: +0%(-10%) physical Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-12%) physical Talent masteries: +0.00(-0.20) Spell / Stone +0.20 Corruption / Shadowflame +0.20 Corruption / Vim +0.00(-0.10) Wild-gift / Sand drake aspect +0.00(-0.10) Spell / Earth Stun/Freeze immunity: +20% Maximum vim: +25.00 Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-10%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 6.5 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 229.76 fire damage and 202.19 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() stone warden's dwarven-steel gauntlets of spellstriking (0 def, 10 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 (-2) Armour Hardiness: +7% Fatigue: +3% Damage (Melee): 6 arcane Changes stats: +0(-6) Str / +6(-) Mag / +5 Wil / +5 Con Changes resistances: +5% arcane / +8%(-2%) physical Changes resistances penetration: +0%(-15%) physical Changes damage: +5% arcane / +0%(-12%) physical Talent masteries: +0.00(-0.20) Spell / Stone +0.00(-0.10) Wild-gift / Sand drake aspect +0.00(-0.10) Spell / Earth Spellpower: +7 (+1 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-10%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() stone warden's voratun gauntlets (0 def, 22 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +22 (+10) Armour Hardiness: +12% Fatigue: +5% Changes stats: +0(-6) Str / +0(-6) Mag / +14 Con Changes resistances: +11%(+1%) physical Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-12%) physical Talent masteries: +0.00(-0.20) Spell / Stone +0.00(-0.10) Wild-gift / Sand drake aspect +0.00(-0.10) Spell / Earth Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-10%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Ashpulverizer the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-8 (-3 eff.)) Fatigue: +3% Changes stats: +0(-10) Mag / +0(-12) Wil / +0(-10) Cun Changes resistances: +8% lightning / +10% temporal / +5% arcane / +3% fire Changes resistances penetration: +25% fire Changes damage: +12% arcane Critical mult.: +10.00% Spell save: +9 (+3 eff.) Fear immunity: +0% (+60%) Mana when firing critical spell: +2.00 Maximum mana: +60.00 Maximum vim: +10.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +0 (+0 eff.) (-12 (-4 eff.)) A cap made of leather. |
![]() Daimyvor (2 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-6 (-2 eff.)) Changes stats: +2(-8) Mag / +0(-12) Wil / +0(-10) Cun Changes resistances: +6% temporal / +9% blight / +43% cold / +10% nature / +5% arcane Changes damage: +29% cold Pinning immunity: +20% Fear immunity: +0% (+60%) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +0 (+0 eff.) (-12 (-4 eff.)) A pointy cloth hat, very wizardly... |
![]() Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) (-) Changes stats: +0(-10) Mag / +8(-4) Wil / +6(-4) Cun Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Fear immunity: +0% (+60%) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +0 (+0 eff.) (-12 (-4 eff.)) Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() hardened leather cap 'Woerage' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-8 (-3 eff.)) Fatigue: +3% Changes stats: +7 Str / +6 Dex / +2(-8) Mag / +0(-12) Wil / +4(-6) Cun / +4 Con Changes resistances penetration: +10% darkness / +10% arcane Changes damage: +21% arcane Fear immunity: +0% (+60%) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +0 (+0 eff.) (-12 (-4 eff.)) Light radius: +3 See invisible: +6 A cap made of leather. |
![]() warlord's hardened leather cap of the depths (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +3 Defense: +0 (+0 eff.) (-8 (-3 eff.)) Fatigue: +3% Changes stats: +4 Str / +0(-10) Mag / +5(-7) Wil / +0(-10) Cun Changes resistances: +10% physical / +12% cold Allows you to breathe in: water Physical save: +10 (+8 eff.) Fear immunity: +0% (+60%) Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +0 (+0 eff.) (-12 (-4 eff.)) A cap made of leather. |
![]() Beludunaran the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +0 (+0 eff.) (-8 (-3 eff.)) Fatigue: +5% Changes stats: +8 Dex / +0(-10) Mag / +0(-12) Wil / +0(-10) Cun Changes resistances: +21% lightning / +13% cold / +11% nature / +13% fire Critical mult.: +15.00% Spell save: +18 (+6 eff.) Fear immunity: +0% (+60%) Maximum life: +93.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +10 (+3 eff.) (-2 (-1 eff.)) Healing mod.: +16% A cap made of leather. |
![]() Decayed Visage (15 def, 0 armour) Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) (+7 (+2 eff.)) Effects on melee hit: * 10% chance to reduce damage dealt by 28% Damage when hit (Melee): 10 vim draining blight Changes stats: +5(-5) Mag / +9(-3) Wil / +3(-7) Cun Changes resistances penetration: +5% light Changes damage: +13% blight / +9% arcane Poison immunity: +20% Confusion immunity: +20% Fear immunity: +0% (+60%) Maximum vim: +25.00 Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Spell crit. chance: +3% Mindpower: +5 (+2 eff.) (-7 (-2 eff.)) It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 3.5 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 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 28% and all saves by 49, 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+9 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+9 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered 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. |
![]() Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-5 eff.)) Changes stats: +0(-4) Str / +0(-4) Dex / +0(-4) Mag / +0(-4) Wil / +0(-4) Cun / +0(-4) Con / +0(+5) Lck Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Allows you to breathe in: water Spellpower: +10 (+2 eff.) (-2 (-1 eff.)) Light radius: +5 (-1) It can be used to release a will o' the wisp that will explode against your foes for 492 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() Dúathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) (-5 (-2 eff.)) Damage (Melee): 20 darkness Changes stats: +0(-4) Str / +0(-4) Dex / +5(+1) Mag / +0(-4) Wil / +0(-4) Cun / +0(-4) Con / +0(+5) Lck Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Allows you to breathe in: water Spellpower: +0 (+0 eff.) (-12 (-3 eff.)) Light radius: -1000 (-1006) Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal When wielded/worn: Changes resistances: +0%(-12%) all / +0%(-15%) temporal Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-) all / +0%(-15%) temporal Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Glarefear (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +10 Str / +6 Dex / +2 Wil / +2 Cun Changes resistances: +0%(-15%) temporal / +18% light / +15% fire / +8% physical / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-) all / +0%(-15%) temporal Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Thunderwyrd the dwarven-steel pickaxe (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +2 Str Changes resistances: +21% acid / +0%(-15%) temporal / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes resistances penetration: +25% lightning / +25% cold Changes damage: +18% lightning / +0%(-15%) temporal / +0%(-) all Infravision radius: +2 Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Ulunik the Blackrazor (dig speed 24 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +2 Str Changes resistances: +24% acid / +0%(-15%) temporal / +15% darkness / +9% blight / +12% lightning / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes resistances penetration: +25% darkness Changes damage: +0%(-) all / +0%(-15%) temporal Lowers spell cool-downs by: 10% Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Chaleyon (dig speed 11 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +3 Str / +3 Wil Changes resistances: +0%(-15%) temporal / +8% physical / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-) all / +0%(-15%) temporal Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +30 (+5 eff.) Spell crit. chance: +4% Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Pick of Dwarven Emperors (dig speed 12 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances: +0%(-12%) all / +0%(-15%) temporal Reduce damage by fixed amount: +0(-10) all Changes resistances penetration: +10% physical Changes damage: +0%(-) all / +0%(-15%) temporal Physical save: +10 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 9.3 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 189.43 physical damage in a radius of 5 each turn for 10 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 955.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +0%(-12%) all / +0%(-15%) temporal Reduce damage by fixed amount: +0(-10) all Changes damage: +10% lightning / +0%(-15%) temporal / +10% mind / +0%(-) all Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Emydavena [power 4] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +6 Changes resistances: +15% cold / +3% physical / +15%(-) temporal / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-) all / +0%(-15%) temporal Critical mult.: +15.00% Physical save: +12 (+9 eff.) Spell save: +15 (+5 eff.) Stamina each turn: +3.00 Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 94. Torques are made by powerful psionics to store psionic powers. |
![]() Emyra the Demonbright [power 345] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +12% acid / +6%(-9%) temporal / +6% darkness / +15% cold / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-15%) temporal / +12% nature / +0%(-) all Physical save: +6 (+6 eff.) Maximum life: +100.00 Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to project a gust of wind in a cone knocking enemies back 11 spaces and dealing 514 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() piercing stralite torque of psionic shield [power 111] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +0%(-12%) all / +0%(-15%) temporal Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-) all / +0%(-15%) temporal Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to setup a psionic shield, reducing all damage taken by 111 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Sootvortex the voratun torque of psionic shield [power 159] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +18% lightning / +0%(-15%) temporal / +9% darkness / +16% mind / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-15%) temporal / +15% nature / +0%(-) all Reduces incoming crit damage: 16.90% Mental save: +9 (+2 eff.) Poison immunity: +22% Cut immunity: +22% Confusion immunity: +20% Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to setup a psionic shield, reducing all damage taken by 159 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Honeywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +0%(-15%) temporal / +10% nature / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-15%) temporal / +5% physical / +0%(-) all Talent granted: +1 Battle Trance Physical save: +10 (+8 eff.) Life regen: +0.15 Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +0%(-15%) temporal / +20% nature / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-15%) temporal / +20% nature / +0%(-) all Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% light / +0%(-15%) temporal / +12% darkness / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-15%) temporal / +10% light / +0%(-) all Spell save: +15 (+5 eff.) Light radius: +2 Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 186 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Dourpride the dragonbone wand of conjuration [power 475] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +4 Cun / +2 Con Changes resistances: +0%(-15%) temporal / +2% physical / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-15%) temporal / +21% physical / +0%(-) all Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to fire a magical bolt dealing 712 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 43% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Mayetha the dragonbone wand of shielding [power 536] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Changes stats: +3 Str Changes resistances: +0%(-15%) temporal / +1% physical / +12% mind / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes resistances penetration: +10% physical Changes damage: +0%(-15%) temporal / +3% mind / +0%(-) all Only die when reaching: -80.00 life Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to create a shield absorbing up to 864 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Void Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10%(-5%) temporal / +10% darkness / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Changes damage: +12%(-3%) temporal / +12% darkness / +0%(-) all Spellpower: +10 (+2 eff.) Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 366.03 temporal and 328.68 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() dragonbone wand of shielding 'Emonor' [power 554] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +0%(-15%) temporal / +3% mind / +0%(-12%) all Reduce damage by fixed amount: +0(-10) all Maximum wards: +5 acid / +5 fire / +5 temporal / +4 lightning Changes damage: +0%(-) all / +0%(-15%) temporal Talent granted: +2 Ward Maximum psi: +50.00 Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to create a shield absorbing up to 893 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() supercharged dragonbone wand of shielding [power 764] (26 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +0%(-12%) all / +0%(-15%) temporal Reduce damage by fixed amount: +0(-10) all Changes damage: +0%(-) all / +0%(-15%) temporal Movement speed: +0% (-16%) Combat speed: +0% (+12%) Casting speed: +0% (+12%) Mental speed: +0% (+12%) It can be used to create a shield absorbing up to 1231 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By MagaLagaArcanaga the Shalore Archmage level 36
24th Dusk 123rd year of Ascendancy at 15:06 see stats
By MagaLagaArcanaga the Shalore Archmage level 26
39th Pyre 123rd year of Ascendancy at 00:39 see stats
By MagaLagaArcanaga the Shalore Archmage level 36
23rd Dusk 123rd year of Ascendancy at 00:41 see stats
By MagaLagaArcanaga the Shalore Archmage level 32
10th Dusk 123rd year of Ascendancy at 21:53 see stats
By MagaLagaArcanaga the Shalore Archmage level 41
64th Dusk 123rd year of Ascendancy at 15:30 see stats
By MagaLagaArcanaga the Shalore Archmage level 43
6th Decay 123rd year of Ascendancy at 06:24 see stats
By MagaLagaArcanaga the Shalore Archmage level 40
61st Dusk 123rd year of Ascendancy at 09:41 see stats
By MagaLagaArcanaga the Shalore Archmage level 27
58th Pyre 123rd year of Ascendancy at 23:30 see stats
By MagaLagaArcanaga the Shalore Archmage level 13
28th Haze 122nd year of Ascendancy at 13:48 see stats
By MagaLagaArcanaga the Shalore Archmage level 41
2nd Decay 123rd year of Ascendancy at 11:22 see stats
By MagaLagaArcanaga the Shalore Archmage level 38
58th Dusk 123rd year of Ascendancy at 03:17 see stats
By MagaLagaArcanaga the Shalore Archmage level 26
47th Pyre 123rd year of Ascendancy at 11:33 see stats
By MagaLagaArcanaga the Shalore Archmage level 37
54th Dusk 123rd year of Ascendancy at 22:59 see stats
By MagaLagaArcanaga the Shalore Archmage level 18
2nd Allure 123rd year of Ascendancy at 19:33 see stats
By MagaLagaArcanaga the Shalore Archmage level 32
3rd Dusk 123rd year of Ascendancy at 12:52 see stats
By MagaLagaArcanaga the Shalore Archmage level 42
3rd Decay 123rd year of Ascendancy at 07:44 see stats
By MagaLagaArcanaga the Shalore Archmage level 36
22nd Dusk 123rd year of Ascendancy at 15:21 see stats
By MagaLagaArcanaga the Shalore Archmage level 26
38th Pyre 123rd year of Ascendancy at 23:41 see stats
By MagaLagaArcanaga the Shalore Archmage level 44
6th Decay 123rd year of Ascendancy at 14:45 see stats
By MagaLagaArcanaga the Shalore Archmage level 31
8th Flare 123rd year of Ascendancy at 10:15 see stats
By MagaLagaArcanaga the Shalore Archmage level 10
10th Haze 122nd year of Ascendancy at 23:05 see stats
By MagaLagaArcanaga the Shalore Archmage level 20
9th Allure 123rd year of Ascendancy at 21:07 see stats
By MagaLagaArcanaga the Shalore Archmage level 30
3rd Mirth 123rd year of Ascendancy at 21:25 see stats
By MagaLagaArcanaga the Shalore Archmage level 40
59th Dusk 123rd year of Ascendancy at 04:12 see stats
By MagaLagaArcanaga the Shalore Archmage level 50
30th Regrowth 124th year of Ascendancy at 04:28 see stats
By MagaLagaArcanaga the Shalore Archmage level 30
8th Mirth 123rd year of Ascendancy at 08:57 see stats
By MagaLagaArcanaga the Shalore Archmage level 28
67th Pyre 123rd year of Ascendancy at 04:47 see stats
By MagaLagaArcanaga the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 15:01 see stats
By MagaLagaArcanaga the Shalore Archmage level 49
20th Regrowth 124th year of Ascendancy at 22:57 see stats
By MagaLagaArcanaga the Shalore Archmage level 22
68th Regrowth 123rd year of Ascendancy at 18:11 see stats
By MagaLagaArcanaga the Shalore Archmage level 30
4th Mirth 123rd year of Ascendancy at 17:52 see stats
By MagaLagaArcanaga the Shalore Archmage level 37
54th Dusk 123rd year of Ascendancy at 20:05 see stats
By MagaLagaArcanaga the Shalore Archmage level 25
31st Pyre 123rd year of Ascendancy at 14:56 see stats
By MagaLagaArcanaga the Shalore Archmage level 39
58th Dusk 123rd year of Ascendancy at 05:46 see stats
By MagaLagaArcanaga the Shalore Archmage level 26
39th Pyre 123rd year of Ascendancy at 00:39 see stats
By MagaLagaArcanaga the Shalore Archmage level 8
5th Haze 122nd year of Ascendancy at 21:55 see stats
By MagaLagaArcanaga the Shalore Archmage level 26
39th Pyre 123rd year of Ascendancy at 00:39 see stats
By MagaLagaArcanaga the Shalore Archmage level 23
19th Pyre 123rd year of Ascendancy at 09:53 see stats
By MagaLagaArcanaga the Shalore Archmage level 50
43rd Regrowth 124th year of Ascendancy at 16:55 see stats
By MagaLagaArcanaga the Shalore Archmage level 23
80th Regrowth 123rd year of Ascendancy at 09:42 see stats
By MagaLagaArcanaga the Shalore Archmage level 16
65th Haze 122nd year of Ascendancy at 00:06 see stats
By MagaLagaArcanaga the Shalore Archmage level 44
3rd Allure 124th year of Ascendancy at 03:38 see stats
By MagaLagaArcanaga the Shalore Archmage level 35
21st Dusk 123rd year of Ascendancy at 16:31 see stats
Log
Luminous horror's skin starts to shimmer.
The Searing Horror adds a reflective shield to its allies!
Something reflects damage back to Searing horror!
Something hits Searing horror for 0 fire, 0 light (0 total damage).
The fabric of time around MagaLagaArcanaga stabilizes to normal.
MagaLagaArcanaga stops surging mana.
Talent Rune: Manasurge is ready to use.
The fabric of space around MagaLagaArcanaga stabilizes to normal.
Talent Teleport is ready to use.
Talent Grace of the Eternals is ready to use.
The Searing Horror adds a reflective shield to its allies!
Talent Track is ready to use.
MagaLagaArcanaga uses Track.
The Searing Horror adds a reflective shield to its allies!
Luminous horror casts Barrier.
A shield forms around luminous horror.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Luminous horror casts Healing Light.
Luminous horror receives 469 healing.
Talent Timeless is ready to use.
Talent Relentless Pursuit is ready to use.
Rested for 49 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 29; blocks 3; dur 4; cd 13).
You gain 25.00 gold from the transmogrification of Vargh Redemption.