Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.3Official 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:
Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Rogue |
Level / Exp | 27 / 46% |
Size | medium |
Lifes / Deaths | Killed by Emota the large white snake at level 11 on the 1st Summertide 122nd year of Ascendancy at 20:57 0 / 7Killed by Lbterr the halfling at level 17 on the 65th Dusk 122nd year of Ascendancy at 16:25 Killed by Bethykira the saw horror at level 22 on the 18th Haze 122nd year of Ascendancy at 02:04 Killed by Mayuwyn the elven cultist at level 26 on the 55th Haze 122nd year of Ascendancy at 02:12 Killed by elven blood mage at level 27 on the 55th Haze 122nd year of Ascendancy at 16:31 Killed by Yvumirin the ogre pounder at level 27 on the 55th Haze 122nd year of Ascendancy at 19:03 Killed by elven corruptor at level 27 on the 55th Haze 122nd year of Ascendancy at 20:31 |
Primary Stats
Strength | 28 (base 11) |
Dexterity | 109 (base 58) |
Constitution | 22 (base 10) |
Magic | 23 (base 10) |
Willpower | 17 (base 10) |
Cunning | 77 (base 51) |
Resources
Life | -251/634 |
Stamina | 186/196 |
Healing Factor | 1.1524166372474 |
Regeneration | 0.28810415931186 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 44.894288500862 |
See Invisible | 44.894288500862 |
Offense: Mainhand
Damage | 97 |
Accuracy | 71 |
Crit Chance | 35% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 78 |
Accuracy | 71 |
Crit Chance | 39% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Mind | +11% |
Blight | +11% |
Physical | +44% |
Cold | +25% |
All | +5% |
Offense: Damage Penetration
Light | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (53.594633868923%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 28 |
Mental Save | 32 |
Defense: Resistances
Darkness | + 37%( 70%) |
Temporal | + 30%( 70%) |
Acid | + 12%( 70%) |
Physical | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 25% |
Poison Resistance | 100% |
Knockback Resistance | 31% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 390 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 unlocked the hall of reflections. * 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: 25. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 naga tongue. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | wanderer's pair of iron boots of rushing (0 def, 3 armour) wanderer's pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Cun / +5 Con Physical save: +11 (+5 eff.) Mental save: +11 (+6 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Brodirion the brass lantern Brodirion the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +4 Wil Changes damage: +6% mind Spell save: +3 (+2 eff.) Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum life: +60.00 Light radius: +3 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Camizor' (0 def, 1 armour) rough leather cap 'Camizor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +15 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +3 Con Critical mult.: +10.00% A cap made of leather. |
On hands | Xeravena the dwarven-steel gauntlets (0 def, 9 armour) Xeravena the dwarven-steel gauntlets (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +9 Fatigue: +3% Effects on melee hit: * 12% chance to reduce all saves and defense by 26 Damage (Melee): 8 physical / 22 darkness / 18 mind Changes stats: +1 Cun / +1 Con Changes resistances: +7% darkness / +2% physical Changes damage: +6% physical Mental save: -14 (-7 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +1 When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +8 darkness Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +7 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | elm totem of stinging 'Glowshaper' [power 116] (6/15 cooldown) elm totem of stinging 'Glowshaper' [power 116] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str / +2 Dex Changes resistances penetration: +15% light Stamina each turn: +3.00 Light radius: +2 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Arotha' steel ring 'Arotha'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +6 Defense: +18 (+4 eff.) Changes resistances: +12% acid / +3% physical Changes damage: +3% physical Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
On fingers | steel onyx ring steel onyx ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +11 (+4 eff.) Changes stats: +3 Str / +9 Dex / +4 Mag / +3 Wil / +9 Cun / +3 Con Changes damage: +6% blight / +5% all Spell save: +6 (+3 eff.) Disarm immunity: +25% Pinning immunity: +28% Knockback immunity: +31% Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +30.00 Maximum vim: +10.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +2% Mindpower: +11 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Around neck | savior's steel amulet of strength (+4) savior's steel amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Physical save: +11 (+5 eff.) Spell save: +13 (+7 eff.) Mental save: +14 (+7 eff.) Amulets make your neck look great! |
In main hand | Yvuvena (116% power, 7 apr) Yvuvena (116% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +5 (+1 eff.) Changes damage: +30% physical Sharp, short and deadly. |
Around waist | hardened leather belt 'Ereleyon' hardened leather belt 'Ereleyon'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Mag / +4 Cun / +8 Lck Critical mult.: +5.00% Trap disarming bonus: +17 Stealth bonus: +9 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Maximum vim: +30.00 Infravision radius: +3 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Death's Embrace (18 def, 18 armour) 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 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+5 eff.) It can be used to turn yourself invisible (power 27, 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. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 231; cd 11)healing infusion of the sneak (heal 231; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 231 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 121; dur 4; cd 16) acid wave rune (damage 121; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 120.75 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 42; dur 4; cd 16) biting gale rune (damage 42; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 42.50 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. 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. |
blink rune (range 5; phase 14; cd 14) blink rune (range 5; phase 14; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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 57; cd 14) shatter afflictions rune of the wizard (absorb 57; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 346; dur 4; cd 17) shielding rune of the sneak (absorb 346; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 4 turns. 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. |
shielding rune of the sneak (absorb 300; dur 4; cd 14) shielding rune of the sneak (absorb 300; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 319; dur 5; cd 15) shielding rune of the wizard (absorb 319; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 319 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 62; cd 15) teleportation rune of the wizard (range 62; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level. cleansing stralite amulet of visioncleansing stralite amulet of vision Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% nature / +19% blight Blindness immunity: +25% Poison immunity: +34% Disease immunity: +35% Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
Porolaith the Blackbreeze Porolaith the BlackbreezePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +12% mind / +12% temporal Changes resistances penetration: +5% darkness Changes damage: +12% temporal / +12% mind / +3% darkness Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
Starblack the stralite ring Starblack the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +6% lightning / +9% light / +9% mind Changes damage: +12% lightning / +27% light Light radius: +3 Rings make your fingers look great! |
gold onyx ring gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's copper ring of light (+22%) marksman's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
marksman's gold ring of frost (+26%) marksman's gold ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +26% cold Changes damage: +13% cold Rings make your fingers look great! |
savior's gold ring of perseverance savior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Rings make your fingers look great! |
steel ring 'Mayeldassra' steel ring 'Mayeldassra'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% light Changes damage: +3% blight Blindness immunity: +20% Pinning immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+5 eff.) Infravision radius: +3 See stealth: +9 See invisible: +8 Rings make your fingers look great! |
Duvoromidil the Freezeraze (118% power, 7 apr) Duvoromidil the Freezeraze (118% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 3). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Changes damage: +15% temporal / +6% cold Critical mult.: +13.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Hazeobsidian the steel dagger (102% power, 6 apr) Hazeobsidian the steel dagger (102% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 53% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes stats: +2 Dex Combat speed: +10% Sharp, short and deadly. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 35% Cun, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 104.36 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger 'Dawnjam' (114% power, 7 apr)dwarven-steel dagger 'Dawnjam' (114% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +6 Changes stats: +11 Dex Changes resistances: +12% mind Mental save: +12 (+6 eff.) Combat speed: +10% Healing mod.: +10% Sharp, short and deadly. |
dwarven-steel dagger 'Starpanic' (120% power, 7 apr) dwarven-steel dagger 'Starpanic' (120% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 mind Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +19 acid / +12 nature / +20 light When wielded/worn: Armour penetration: +17 Physical crit. chance: +19.0% Changes resistances penetration: +10% acid / +10% nature Critical mult.: +19.00% Sharp, short and deadly. |
dwarven-steel dagger 'Xaneba' (116% power, 7 apr) dwarven-steel dagger 'Xaneba' (116% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage When wielded/worn: Changes stats: +4 Mag Changes resistances: +3% light Reduces incoming crit damage: 15.00% Pinning immunity: +10% Only die when reaching: -20.00 life Maximum life: +60.00 Sharp, short and deadly. |
enhanced dwarven-steel dagger (116% power, 7 apr) enhanced dwarven-steel dagger (116% power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +8 Wil / +6 Cun / +5 Con Sharp, short and deadly. |
truestriking stralite dagger of shearing (134% power, 9 apr) truestriking stralite dagger of shearing (134% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +17 Changes resistances penetration: +6% all / +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite greatsword of massacre (174% power, 3 apr)blazebringer's stralite greatsword of massacre (174% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +40 fire When wielded/worn: Changes resistances penetration: +26% fire Global speed: +7% Massive two-handed swords. |
Sword of Potential Futures (133% power, 10 apr) Sword of Potential Futures (133% power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling 'Morningpunish'reinforced leather sling 'Morningpunish' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +8 mind / +8 light Damage (radius 2) on crit: +20 light When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 10 light Changes stats: +5 Dex Changes resistances: +6% light Changes damage: +9% light / +6% darkness Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of might (129% power, 5 apr, temporal element)elven-wood starstaff of might (129% power, 5 apr, temporal 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% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt 'Veledawyn' hardened leather belt 'Veledawyn'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Defense: +5 (+1 eff.) Changes resistances: +5% arcane / +3% temporal Spell save: +16 (+8 eff.) Teleport immunity: +20% Maximum life: +98.00 Maximum mana: +37.00 Maximum stamina: +45.00 Maximum hate: +13.00 Maximum psi: +24.00 Maximum vim: +23.00 Maximum pos.energy: +26.00 Maximum neg.energy: +25.00 Size category: +2 Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
Chalimarion the Singenight (2 def, 0 armour) Chalimarion the Singenight (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Dex Changes resistances: +12% fire Changes damage: +6% physical / +6% fire Critical mult.: +10.00% Maximum life: +48.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloruwe (1 def, 0 armour) Gloruwe (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +6 Str / +2 Con Changes resistances penetration: +25% physical Physical save: +7 (+3 eff.) Maximum life: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour) Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+5 eff.) Confusion immunity: +35% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
cashmere robe 'Emelira' (0 def, 0 armour) cashmere robe 'Emelira' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 8 acid Changes stats: +1 Dex / +3 Con Changes resistances: +22% lightning / +11% all Changes damage: +15% lightning Stamina each turn: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of the mountain (+12%) (0 def, 0 armour) verdant cashmere robe of the mountain (+12%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% all / +12% physical Changes damage: +5% nature / +12% physical Poison immunity: +26% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Serpentwilter' (0 def, 0 armour) woollen robe 'Serpentwilter' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +15% acid / +12% physical / +12% darkness / +12% mind / +9% all Changes resistances penetration: +15% arcane / +5% nature Changes damage: +10% acid / +12% physical / +6% arcane Physical save: +11 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +20 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glinttooth the pair of rough leather boots (0 def, 1 armour) Glinttooth the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 2 light Changes stats: +4 Dex / +1 Mag / +1 Con / +6 Lck Changes resistances: +6% light Stealth bonus: +6 A pair of boots made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
cashmere wizard hat 'Mayowyn' (2 def, 0 armour) cashmere wizard hat 'Mayowyn' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil Changes resistances: +12% temporal / +19% cold Changes damage: +13% cold Mental save: +9 (+5 eff.) Maximum life: +80.00 Maximum psi: +20.00 Mindpower: +20 (+7 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Aerota' (15 def, 1 armour) rough leather cap 'Aerota' (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Defense: +15 (+3 eff.) Fatigue: +1% Changes stats: +3 Cun / +3 Dex Changes resistances: +3% acid / +3% cold / +3% nature Disease immunity: +20% Stun/Freeze immunity: +10% A cap made of leather. |
warlord's dwarven-steel helm of might (0 def, 4 armour) warlord's dwarven-steel helm of might (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +4 Fatigue: +4% Changes stats: +8 Str / +5 Wil / +4 Con Changes resistances: +10% physical Physical save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level. Treewind the reinforced leather armour (12 def, 21 armour)Treewind the reinforced leather armour (12 def, 21 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +21 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +2 Dex Changes resistances: +15% nature / +2% physical Changes damage: +9% arcane / +18% nature Life regen: +5.80 Stamina each turn: +4.10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Chargemark (0 def, 11 armour)Chargemark (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +44% lightning Changes resistances penetration: +10% mind Changes damage: +18% lightning Critical mult.: +20.00% Mental save: +9 (+5 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Blackfire Aegis (8 def, 18 armour, 235 block)Blackfire Aegis (8 def, 18 armour, 235 block) Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+4 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ebonyslice the iron pickaxe (dig speed 27 turns) Ebonyslice the iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str / +2 Dex Changes damage: +3% acid / +12% darkness Reduces incoming crit damage: 10.00% Silence immunity: +20% Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of stralite shots of accuracy (20/20, 153% power, 5 apr)psychokinetic pouch of stralite shots of accuracy (20/20, 153% power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 153% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage Damage (Ranged): +29 physical Shots are used with slings to pummel your foes to death. |
steel torque of psionic shield 'Sparkwyrd' [power 51] (6/25 cooldown) steel torque of psionic shield 'Sparkwyrd' [power 51] (6/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +27% lightning Changes damage: +6% arcane It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Neroldalle' [power 182] (6/15 cooldown) ash totem of healing 'Neroldalle' [power 182] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +1 Con Blindness immunity: +20% Confusion immunity: +20% Only die when reaching: -40.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Polossra' [power 212] (6/15 cooldown) ash totem of stinging 'Polossra' [power 212] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +5 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +9 Str / +3 Dex Changes damage: +6% mind It can be used to sting an enemy dealing 223 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Balancerip' [power 116] (6/15 cooldown) elm totem of healing 'Balancerip' [power 116] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Con Changes resistances: +9% lightning Changes damage: +3% nature It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Zanular the Rainvault [power 254] (6/20 cooldown) Zanular the Rainvault [power 254] (6/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Damage when hit (Melee): 4 cold Changes damage: +15% cold It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 25% for 2 turns. * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Xanimira' [power 278] (6/20 cooldown) yew wand of shielding 'Xanimira' [power 278] (6/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +2 Defense: +20 (+5 eff.) Poison immunity: +20% Disease immunity: +20% Cut immunity: +20% Knockback immunity: +20% It can be used to create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Poisonless Assassine the Skeleton Rogue level 15
10th Dusk 122nd year of Ascendancy at 12:01 see stats
By Poisonless Assassine the Skeleton Rogue level 23
26th Haze 122nd year of Ascendancy at 02:12 see stats
By Poisonless Assassine the Skeleton Rogue level 19
72nd Dusk 122nd year of Ascendancy at 00:10 see stats
By Poisonless Assassine the Skeleton Rogue level 23
19th Haze 122nd year of Ascendancy at 11:55 see stats
By Poisonless Assassine the Skeleton Rogue level 10
10th Mirth 122nd year of Ascendancy at 07:24 see stats
By Poisonless Assassine the Skeleton Rogue level 20
72nd Dusk 122nd year of Ascendancy at 14:39 see stats
By Poisonless Assassine the Skeleton Rogue level 24
43rd Haze 122nd year of Ascendancy at 00:40 see stats
By Poisonless Assassine the Skeleton Rogue level 24
37th Haze 122nd year of Ascendancy at 13:21 see stats
By Poisonless Assassine the Skeleton Rogue level 18
70th Dusk 122nd year of Ascendancy at 20:18 see stats
By Poisonless Assassine the Skeleton Rogue level 9
8th Mirth 122nd year of Ascendancy at 04:38 see stats
By Poisonless Assassine the Skeleton Rogue level 14
8th Flare 122nd year of Ascendancy at 16:44 see stats
By Poisonless Assassine the Skeleton Rogue level 22
18th Haze 122nd year of Ascendancy at 01:32 see stats
By Poisonless Assassine the Skeleton Rogue level 17
33rd Dusk 122nd year of Ascendancy at 02:28 see stats
Log
Poisonless Assassine is afflicted by a decrepitude disease!
Poisonless Assassine reacts to damage from Elven corruptor, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Poisonless Assassine crumbles.
Elven corruptor hits Poisonless Assassine for (86 reacted , -4 stam), (14 absorbed), 254 blight (254 total damage).
Rotting Disease from Elven corruptor hits Poisonless Assassine for 45 blight damage.
Decrepitude Disease from Elven corruptor hits Poisonless Assassine for 45 blight damage.
Poisonless Assassine uses Coup de Grace.
Poisonless Assassine performs a melee critical strike against Elven corruptor!
Elven corruptor's stormshield is out of charges and disspitates!.
Elven corruptor's storm dissipates.
Elven corruptor vanishes from sight.
Elven corruptor deactivates Secrets of the Eternals.
Elven corruptor's is vulnerable to attacks and effects!
Poisonless Assassine hits Elven corruptor for (260 stormshielded), 0 physical, (10 stormshielded), 0 physical, (24 stormshielded), 0 darkness, (17 stormshielded), 0 mind, (171 to bones), 0 physical, 10 physical, 24 darkness, 17 mind (51 total damage).
Elven corruptor casts Drain.
Poisonless Assassine reacts to damage from Elven corruptor, mitigating the blow!.
Elven corruptor hits Poisonless Assassine for (65 reacted , -4 stam), 202 blight (202 total damage).
Talent Hidden Blades is ready to use.
Rotting Disease from Elven corruptor hits Poisonless Assassine for 45 blight damage.
Decrepitude Disease from Elven corruptor hits Poisonless Assassine for 45 blight damage.
Poisonless Assassine uses Rogue's Brew.
Poisonless Assassine is cured!
Poisonless Assassine receives 195 healing.
Poisonless Assassine reacts to damage from Elven corruptor's Soul Rot, mitigating the blow!.
Elven corruptor's Soul Rot hits Poisonless Assassine for (122 reacted , -4 stam), 379 blight (379 total damage).
Rotting Disease from Elven corruptor hits Poisonless Assassine for 45 blight damage.
Poisonless Assassine the level 27 skeleton rogue was poxed to death by an elven corruptor on level 2 of Dark crypt.