Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 38 / 66% |
Size | big |
Lifes / Deaths | Killed by Belatira the runed bone giant at level 31 on the 46th Regrowth 123rd year of Ascendancy at 07:20 0 / 9Killed by Grand Corruptor at level 32 on the 63rd Regrowth 123rd year of Ascendancy at 14:48 Killed by The Master at level 35 on the 78th Regrowth 123rd year of Ascendancy at 01:01 Killed by Celia at level 36 on the 1st Time of Balance 123rd year of Ascendancy at 01:32 Killed by Silutta the treant at level 36 on the 17th Pyre 123rd year of Ascendancy at 10:51 Killed by Nerikira the maulotaur at level 38 on the 31st Pyre 123rd year of Ascendancy at 12:21 Killed by Gerenor the skeleton magus at level 38 on the 32nd Pyre 123rd year of Ascendancy at 23:22 Killed by Gerenor the skeleton magus at level 38 on the 33rd Pyre 123rd year of Ascendancy at 10:04 Killed by Gerenor the skeleton magus at level 38 on the 33rd Pyre 123rd year of Ascendancy at 10:25 |
Primary Stats
Strength | 47 (base 17) |
Dexterity | 44 (base 20) |
Constitution | 62 (base 55) |
Magic | 73 (base 60) |
Willpower | 35 (base 17) |
Cunning | 43 (base 17) |
Resources
Life | -498/1246 |
Paradox | 342 |
Healing Factor | 1.5598029716163 |
Regeneration | 33.925714632654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Stealth | 30.198428847956 |
See Invisible | 45.198428847956 |
Offense: Mainhand
Damage | 117 |
Accuracy | 41 |
Crit Chance | 35% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +15% |
Darkness | +21% |
Blight | +22% |
Physical | +12% |
Mind | +14% |
All | +2% |
Offense: Damage Penetration
Blight | +25% |
Darkness | +20% |
Mind | +26% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 38 (38.594633868923%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 40 |
Mental Save | 31 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 28%( 70%) |
Cold | + 29%( 70%) |
All | + 15%( 70%) |
Lightning | + 20%( 70%) |
Light | + 37%( 70%) |
Temporal | + 18%( 70%) |
Darkness | + 50%( 70%) |
Fire | + 31%( 70%) |
Mind | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 25% |
Bleed Resistance | 100% |
Disarm Resistance | 38% |
Fear Resistance | 100% |
Stun Resistance | 66% |
Poison Resistance | 100% |
Knockback Resistance | 77% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 465 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Constitution stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 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 |
You failed to protect the injured seer from death by Xeramita the thief. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by Gloritta the skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Bethomitta the sandworm. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by barrow wight. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Ce'Nunn the sandworm. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Lthri the dĂșathedlen. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 701. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within4 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 | Cracklebrawn (0 def, 11 armour) Cracklebrawn (0 def, 11 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Damage when hit (Melee): 4 blight Changes stats: +9 Str / +5 Wil / +4 Cun / +7 Con Changes resistances: +6% lightning Changes resistances penetration: +25% blight Changes damage: +10% physical Physical save: +13 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +12 (+6 eff.) Infravision radius: +3 Size category: +1 A pair of boots made of leather. |
Quiver | quiver of elven-wood arrows 'Loryrain' (13/21, 173% power, 14 apr) quiver of elven-wood arrows 'Loryrain' (13/21, 173% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 174% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +19.5% Capacity: 21 On weapon hit: * 21% chance to reduce armor by 35% * 20% chance to knock the target back 3 spaces and deal 132 physical damage On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +21 acid / +38 cold / +4 mind / +44 physical Damage (radius 1) on hit: +21 mind Arrows are used with bows to pierce your foes to death. |
Light source | Icewisp IcewispInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Defense: +32 (+8 eff.) Damage when hit (Melee): 11 temporal / 10 cold Changes resistances: +12% mind Reduces incoming crit damage: 16.16% Physical save: +15 (+5 eff.) Mental save: +11 (+6 eff.) Stun/Freeze immunity: +22% Light radius: +4 See stealth: +14 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
Tool | Voidarc [power 326] (19/20 cooldown) Voidarc [power 326] (19/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +6% darkness / +9% fire Maximum wards: +3 acid / +3 fire / +4 blight / +4 lightning Changes resistances penetration: +5% darkness Changes damage: +12% darkness Talent granted: +1 Ward It can be used to create a shield absorbing up to 326 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 24% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | stralite ring 'Areseba' stralite ring 'Areseba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Wil Changes resistances penetration: +26% mind Changes damage: +9% acid / +12% mind Critical mult.: +15.00% Stun/Freeze immunity: +44% Life regen: +7.00 Psi when hit: +0.24 Maximum hate: +6.00 Rings make your fingers look great! |
On fingers | gold ring 'Darktooth' gold ring 'Darktooth'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances: +26% light Changes resistances penetration: +15% darkness Changes damage: +13% light Disarm immunity: +38% Pinning immunity: +25% Knockback immunity: +37% Maximum life: +25.00 Mindpower: +5 (+2 eff.) Light radius: +2 See invisible: +12 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). Damage (Ranged): +20 draining blight When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 25 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+3 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
On hands | voratun gauntlets 'Xanoretta' (0 def, 7 armour) voratun gauntlets 'Xanoretta' (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Armour: +7 Fatigue: +5% Damage (Melee): 6 acid / 12 darkness / 7 fire / 5 lightning / 4 cold Changes stats: +1 Str / +3 Dex / +3 Mag / +3 Wil / +4 Cun Changes resistances: +10% darkness / +3% temporal Changes damage: +7% darkness Only die when reaching: -80.00 life Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Tyhir the Floesorrow (17 def, 6 armour) Tyhir the Floesorrow (17 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Armour: +6 Defense: +17 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 10 cold / 6 fire Changes resistances: +6% cold Changes resistances penetration: +10% cold Life regen: +14.50 Stamina each turn: +0.80 Maximum life: +84.00 Healing mod.: +22% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 97 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. This item has been sent to the Item's Vault. |
Cloak | Fearfire Mantle (14 def, 0 armour) 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: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire 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. |
Around neck | Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )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: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (290.00 temporal damage, removed from time 4 turns) Rune of the Rift (290.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 295.80 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. |
biting gale rune of the duelist (damage 200; dur 4; cd 21) biting gale rune of the duelist (damage 200; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 199.72 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. blink rune (range 6; phase 25; cd 12)blink rune (range 6; phase 25; cd 12) 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: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 25%, your defense is increased by 25 and all your resistances by 25%. 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 of the warrior (range 5; phase 16; cd 16) blink rune of the warrior (range 5; phase 16; cd 16)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: 16 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 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
blink rune of the wizard (range 6; phase 19; cd 15) blink rune of the wizard (range 6; phase 19; cd 15)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: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
This item will automatically be transmogrified when you leave the level. ethereal rune of the sneak (power 22; resist 38%; move 33%; dur 5; cd 17)ethereal rune of the sneak (power 22; resist 38%; move 33%; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 33% faster, and you are invisible (power 22). 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. |
shatter afflictions rune of the psychic (absorb 90; cd 12) shatter afflictions rune of the psychic (absorb 90; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 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. |
Blazekarma BlazekarmaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% nature / +12% temporal Changes resistances penetration: +25% lightning / +5% mind Changes damage: +3% lightning / +9% mind Pinning immunity: +23% Knockback immunity: +21% Amulets make your neck look great! |
Curenaught the voratun amulet Curenaught the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 4 nature Changes stats: +3 Dex / +8 Wil / +9 Lck Changes resistances: +6% nature Changes damage: +6% light Light radius: +3 Reduce all damage from unseen attackers: 19% Amulets make your neck look great! |
Cutharath the voratun amulet Cutharath the voratun amuletCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -29% Damage when hit (Melee): 6 blight Changes stats: +24 Dex / +28 Cun / +28 Con Changes resistances: +6% blight / +3% temporal Changes resistances penetration: +27% temporal Changes damage: +9% blight Life regen: +15.00 Stamina each turn: +3.60 Movement speed: +30% Amulets make your neck look great! |
Emeyata EmeyataPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 18% * 12% chance to blind Changes stats: +4 Dex / +3 Con Changes damage: +12% light / +15% darkness Talent mastery: +0.30 Chronomancy / Speed Control Physical save: +21 (+7 eff.) Spell save: +25 (+9 eff.) Mental save: +22 (+10 eff.) Amulets make your neck look great! |
Glacierbright GlacierbrightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Changes stats: +6 Lck Changes resistances: +9% lightning / +3% acid Changes resistances penetration: +5% cold Changes damage: +6% acid / +3% cold Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
starlit copper amulet of mastery (0.10 Chronomancy / Temporal Guardian) starlit copper amulet of mastery (0.10 Chronomancy / Temporal Guardian)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% darkness Talent mastery: +0.10 Chronomancy / Temporal Guardian Blindness immunity: +21% Amulets make your neck look great! |
stralite amulet 'Poxwasp' stralite amulet 'Poxwasp'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +34 (+9 eff.) Fatigue: -9% Effects on melee hit: * 23% chance to slow global speed by 48% Changes resistances: +18% acid / +17% temporal / +6% light Poison immunity: +20% Knockback immunity: +23% Life regen: +9.58 Amulets make your neck look great! |
Bregatar the Glitterire Bregatar the GlitterireInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+5 eff.) Changes resistances penetration: +20% light / +5% physical Physical save: +3 (+1 eff.) Mental save: +7 (+4 eff.) Confusion immunity: +25% Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Eruldir the Satyrravager Eruldir the SatyrravagerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 19% chance to reduce all saves and defense by 22 Damage (Melee): 28 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 22 Damage (Ranged): 33 physical Damage when hit (Melee): 6 nature Changes stats: +6 Cun Changes resistances penetration: +10% fire Physical save: +18 (+6 eff.) Stamina each turn: +3.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Ivinn the gold ring Ivinn the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 6 physical Changes resistances: +2% physical / +6% nature / +15% mind Physical save: +18 (+6 eff.) Stun/Freeze immunity: +32% Life regen: +5.00 Maximum stamina: +30.00 Rings make your fingers look great! |
Lisilramira the steel ring Lisilramira the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +22% lightning / +3% blight / +6% nature / +24% acid Changes damage: +11% lightning / +12% acid Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
marksman's stralite ring of tenacity marksman's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +36% Pinning immunity: +30% Knockback immunity: +27% Maximum life: +26.00 Rings make your fingers look great! |
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -4% Maximum encumbrance: +21 Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
savage's steel ring of misery savage's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 22 Damage (Ranged): 13 physical Changes stats: +2 Cun / +2 Con Spell save: +11 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +20.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
sneakthief's gold ring of misery sneakthief's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 22 Damage (Melee): 9 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 22 Damage (Ranged): 7 physical Changes stats: +9 Cun / +4 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
steel ring 'Harugas' steel ring 'Harugas'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +1% physical / +7% nature / +9% light Mental save: +3 (+2 eff.) Poison immunity: +14% Disease immunity: +12% Pinning immunity: +20% Life regen: +4.00 Hate when firing a critical mind attack: +1.00 Maximum psi: +50.00 Rings make your fingers look great! |
voratun ring 'Stormpower' voratun ring 'Stormpower'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to reduce all saves and defense by 22 Damage (Melee): 11 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 22 Damage (Ranged): 35 physical Damage when hit (Melee): 4 lightning Changes stats: +8 Cun / +3 Dex Changes resistances: +6% lightning Changes resistances penetration: +25% mind Changes damage: +9% mind Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
warrior's copper ring of sensing warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
Airdream the steel dagger (102% power, 6 apr) Airdream the steel dagger (102% power, 6 apr)Requires: - Dexterity 16 Infused by nature 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% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 nature When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Wil Changes damage: +9% lightning Mindpower: +15 (+7 eff.) Sharp, short and deadly. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+4 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Gerofast the Galegrit (107% power, 6 apr) Gerofast the Galegrit (107% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +12 acid / +12 nature When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Changes stats: +6 Str / +5 Dex / +5 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +6% nature / +1% physical Changes resistances penetration: +9% acid / +7% nature Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Maximum life: +80.00 Sharp, short and deadly. |
Hurarorain (121% power, 7 apr) Hurarorain (121% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +6 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +12.0% Physical power: +8 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +3% fire Critical mult.: +10.00% Light radius: +1 Infravision radius: +2 Sharp, short and deadly. |
Korysus the stralite dagger (138% power, 9 apr) Korysus the stralite dagger (138% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 35% Damage (Melee): +4 acid When wielded/worn: Accuracy: +28 (+9 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +3 Str / +4 Wil / +5 Con Changes resistances penetration: +9% physical / +8% all Reduces incoming crit damage: 10.00% Disarm immunity: +44% Sharp, short and deadly. |
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: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr) Star (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Dex, 20% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% 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. |
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% Dex, 65% Mag Damage type: Physical Mastery: Strength of Purpose 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 134.92 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. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. stralite greatmaul 'Scumburst' (186% power, 6 apr)stralite greatmaul 'Scumburst' (186% power, 6 apr) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 186% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 48% Damage Shield penetration (this weapon only): +32% When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 22% chance to slow global speed by 48% Changes stats: +3 Str Changes resistances: +21% darkness Changes resistances penetration: +10% nature / +10% physical Massive two-handed mauls. |
Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 111% Firing range: +9 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
Islann the stralite longsword (141% power, 5 apr) Islann the stralite longsword (141% power, 5 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Damage (radius 1) on hit: +10 fire When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% fire / +5% arcane / +6% light Changes resistances penetration: +15% mind Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Glitterwilder (130% power, 4 apr)Glitterwilder (130% power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+5 eff.) Damage when hit (Melee): 6 light / 4 cold Changes stats: +9 Str / +6 Dex Changes resistances: +9% mind Changes damage: +23% physical / +9% light / +21% cold Only die when reaching: -60.00 life Light radius: +3 Blunt and deadly. |
Thermal Focus (109% power, 32 apr, fire damage) 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% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 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 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+7 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. wyrm's thorny mindstar of gales (96% power, 24 apr, mind damage)wyrm's thorny mindstar of gales (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +18 (+5 eff.) Damage (Melee): 6 lightning / 4 physical / 7 fire / 5 acid / 5 cold Changes resistances: +5% lightning / +4% physical / +4% cold / +5% fire / +5% acid Changes damage: +7% lightning / +10% cold / +10% physical Talent granted: +1 Attune Mindstar Pinning immunity: +19% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Plague-Fire Sceptre (127% power, 4 apr, physical element) Plague-Fire Sceptre (127% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Power: 127% Range: 1.2x Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+9 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) 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: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+6 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 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. |
This item will automatically be transmogrified when you leave the level. dragonbone starstaff of breaching (136% power, 6 apr, physical element)dragonbone starstaff of breaching (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% 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: Changes resistances penetration: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Blindpython' (129% power, 5 apr, cold element)elven-wood magestaff 'Blindpython' (129% power, 5 apr, cold 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 stats: +2 Mag Changes resistances: +15% darkness / +22% blight Changes damage: +21% light / +25% cold Talent granted: +1 Command Staff Poison immunity: +22% Stun/Freeze immunity: +22% Spellpower: +12 (+4 eff.) Spell crit. chance: +17% See invisible: +9 Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff 'Healrage' (129% power, 5 apr, acid element)elven-wood vilestaff 'Healrage' (129% power, 5 apr, acid 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: Accuracy: +20 (+6 eff.) Physical crit. chance: +13.0% Armour: +10 Damage (Melee): 39 arcane Changes stats: +5 Dex Changes resistances: +12% mind / +21% nature Changes damage: +25% acid / +9% mind Talent granted: +1 Command Staff Physical save: +15 (+5 eff.) Only die when reaching: -86.16 life Maximum mana: +89.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +4% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood magestaff of fate (129% power, 5 apr, arcane element)infernal elven-wood magestaff of fate (129% power, 5 apr, arcane 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: Damage (Melee): 26 fire Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +31.00% Physical save: +8 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Spellpower: +21 (+7 eff.) Spell crit. chance: +9% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Airslice (138% power, 5 apr) Airslice (138% power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +9 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +5% lightning / +7% physical Changes damage: +9% lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Balugrim (139% power, 5 apr)Balugrim (139% power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +22 blight When wielded/worn: Physical crit. chance: +13.0% Changes stats: +6 Wil / +2 Cun / +6 Con Changes resistances: +9% fire Spellpower: +30 (+10 eff.) Light radius: +3 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Emelanne the Searguile (153% power, 5 apr)Emelanne the Searguile (153% power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 154% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +12 fire When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +3 Wil Changes resistances: +18% blight / +12% darkness Psi when hit: +0.32 Mindpower: +20 (+9 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel waraxe of crippling (120% power, 4 apr)plaguebringer's dwarven-steel waraxe of crippling (120% power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 25 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 blight When wielded/worn: Physical crit. chance: +10.0% Disease immunity: +22% One-handed war axes. |
steel waraxe 'Stokeguile' (104% power, 3 apr) steel waraxe 'Stokeguile' (104% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 2). On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 temporal Damage (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Changes resistances: +5% temporal / +3% mind / +5% arcane Only die when reaching: -60.00 life One-handed war axes. |
Sootstrider the hardened leather belt Sootstrider the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +18 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 4 blight Changes stats: +2 Wil / +6 Mag Stealth bonus: +11 Physical save: +15 (+5 eff.) Mana each turn: +0.27 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +35.00 Spell crit. chance: +1% A belt that goes around your waist. |
rough leather belt 'Cuthuredar' rough leather belt 'Cuthuredar'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +5% arcane Mana each turn: +0.13 Mana when firing critical spell: +2.00 Maximum mana: +23.00 Spell crit. chance: +3% Damage Shield penetration: +30% A belt that goes around your waist. |
rough leather belt 'Murkrage' rough leather belt 'Murkrage'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +9% lightning Changes damage: +9% darkness Damage against: +19% Summoned Reduced damage from: +16% Summoned Physical save: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
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 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Gera (2 def, 0 armour) Gera (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+7 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes stats: +4 Str / +6 Con Changes damage: +9% blight Critical mult.: +5.00% Physical save: +8 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +115.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urofast (2 def, 0 armour) Urofast (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Dex / +5 Mag / +4 Wil / +2 Cun Changes resistances: +9% blight / +3% temporal Spell save: +13 (+5 eff.) Maximum mana: +92.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nokalthodin (0 def, 0 armour) Nokalthodin (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% all Changes damage: +9% nature / +11% all Critical mult.: +10.00% Mental save: +16 (+8 eff.) Poison immunity: +26% Disease immunity: +30% Mana when firing critical spell: +2.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +8% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of life (0 def, 0 armour)mindwoven elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +13% blight / +15% all Mental save: +25 (+11 eff.) Life regen: +4.00 Maximum life: +63.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Healing mod.: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Polyssra the Searstoker (0 def, 5 armour) Polyssra the Searstoker (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +5 Changes resistances: +3% temporal Changes damage: +3% fire Poison immunity: +20% Silence immunity: +20% Disarm immunity: +10% Life regen: +4.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 42.77 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level. brawler's drakeskin leather gloves (0 def, 3 armour)brawler's drakeskin leather gloves (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+4 eff.) 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. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Mayurawe (1 def, 0 armour) Mayurawe (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +3% temporal / +9% fire Spell save: +6 (+2 eff.) Life regen: +2.00 A pointy cloth hat, very wizardly... |
Neromina the dwarven-steel helm (5 def, 9 armour) Neromina the dwarven-steel helm (5 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +9 Defense: +5 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +5 Str / +7 Wil / +3 Cun Changes resistances: +9% physical / +5% arcane / +4% all Changes resistances penetration: +5% blight Changes damage: +9% arcane Physical save: +17 (+5 eff.) Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Requires: - Level 35 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 29, 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 has been sent to the Item's Vault. |
Rainrupture (12 def, 7 armour) Rainrupture (12 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+4 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +7 Str / +10 Mag / +5 Wil Changes resistances: +20% acid / +8% physical / +13% lightning Changes resistances penetration: +10% nature Changes damage: +6% nature Physical save: +20 (+6 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +8% Mindpower: +16 (+7 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of delving (20 def, 8 armour)drakeskin leather armour of delving (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +19% darkness / +13% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. duelist's reinforced leather armour of natural resilience (18 def, 13 armour)duelist's reinforced leather armour of natural resilience (18 def, 13 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +18 (+5 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Dex Changes resistances: +14% nature / +17% blight Reduced damage from: +11% Unnatural A suit of armour made of leather. |
reinforced leather armour 'Goradunathad' (18 def, 7 armour) reinforced leather armour 'Goradunathad' (18 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +17 (+6 eff.) Armour: +7 Defense: +18 (+5 eff.) Fatigue: +8% Changes stats: +5 Str / +6 Dex / +6 Mag / +11 Wil Changes resistances: +16% lightning / +18% acid Critical mult.: +15.00% Maximum hate: +6.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +8% Mindpower: +28 (+11 eff.) Mental crit. chance: +4% Movement speed: +20% A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. flaming stralite shield of shrapnel (0 def, 8 armour, 138.5 block)flaming stralite shield of shrapnel (0 def, 8 armour, 138.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 9 fire On shield block: * Cause enemies within radius 6 to bleed for 181 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Brandbender (21/21, 138% power, 10 apr) Brandbender (21/21, 138% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 138% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 22 On weapon crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Damage (Ranged): +20 mind Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
Chillbiter the quiver of elm arrows (13/17, 111% power, 5 apr) Chillbiter the quiver of elm arrows (13/17, 111% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 111% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 20% chance to slow global speed by 48% Damage (Ranged): +4 cold / +8 mind Damage (radius 1) on hit: +4 mind Arrows are used with bows to pierce your foes to death. |
Furnacecutter (19/19, 124% power, 7 apr) Furnacecutter (19/19, 124% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 124% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage On weapon crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Damage (Ranged): +16 acid / +23 physical Damage (radius 1) on hit: +8 acid / +4 fire Damage (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
Skystun (13/17, 143% power, 10 apr) Skystun (13/17, 143% power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 20% chance to reduce armor by 35% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage Travel speed: +200% Damage (Ranged): +4 acid / +4 lightning Damage (radius 1) on hit: +8 lightning / +12 acid Damage (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
Starquencher (21/21, 166% power, 14 apr) Starquencher (21/21, 166% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 167% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 21 On weapon hit: * 33% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to knock the target back 3 spaces and deal 132 physical damage On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +18 blight / +30 physical / +16 light Damage (radius 1) on hit: +20 mind Arrows are used with bows to pierce your foes to death. |
Stokepython (20/20, 164% power, 18 apr) Stokepython (20/20, 164% power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Damage (Ranged): +8 fire / +20 mind / +36 cold Damage (radius 1) on hit: +16 fire / +20 cold Damage (radius 2) on crit: +22 cold Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of elven-wood arrows of torment (21/21, 154% power, 14 apr)psychokinetic quiver of elven-wood arrows of torment (21/21, 154% power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 132 physical damage Damage (Ranged): +44 physical Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Blazepride' (21/21, 120% power, 7 apr) quiver of ash arrows 'Blazepride' (21/21, 120% power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 121% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce all saves and defense by 22 * 20% chance to knock the target back 3 spaces and deal 132 physical damage Damage (Ranged): +8 lightning / +24 physical Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
932 alchemist agate 932 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"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. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused 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? |
Anigobers AnigobersInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +12 Changes stats: +2 Wil / +2 Con Changes resistances: +9% light / +15% blight Changes damage: +6% mind Maximum life: +80.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Ivuyarin' brass lantern 'Ivuyarin'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +6% mind Changes damage: +3% acid Mental save: +15 (+8 eff.) Maximum life: +60.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
bloodstone bloodstone0.00 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Star Shot (20/20, 139% power, 15 apr) Star Shot (20/20, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Ulfyvon the Airpyre [power 173] (19/25 cooldown) Ulfyvon the Airpyre [power 173] (19/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +30 (+8 eff.) Damage when hit (Melee): 8 blight Changes resistances: +21% lightning / +27% fire / +15% blight Changes resistances penetration: +25% blight Confusion immunity: +23% Knockback immunity: +23% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Siloba' [power 165] (19/15 cooldown) steel torque of mindblast 'Siloba' [power 165] (19/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +5 Mag Maximum vim: +30.00 Spell crit. chance: +2% It can be used to blast the opponent's mind dealing 188 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
evasive elm totem of stinging [power 122] (19/15 cooldown) evasive elm totem of stinging [power 122] (19/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 124 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 97 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. |
Mihor the dragonbone wand of shielding [power 350] (19/20 cooldown) Mihor the dragonbone wand of shielding [power 350] (19/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 acid Changes stats: +2 Str Changes resistances: +30% fire / +3% darkness / +3% light It can be used to create a shield absorbing up to 350 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 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bh on time the Skeleton Temporal Warden level 30
30th Regrowth 123rd year of Ascendancy at 17:12 see stats
By Bh on time the Skeleton Temporal Warden level 10
4th Flare 122nd year of Ascendancy at 19:54 see stats
By Bh on time the Skeleton Temporal Warden level 29
4th Regrowth 123rd year of Ascendancy at 21:19 see stats
By Bh on time the Skeleton Temporal Warden level 31
31st Regrowth 123rd year of Ascendancy at 12:28 see stats
By Bh on time the Skeleton Temporal Warden level 28
1st Wintertide 123rd year of Ascendancy at 17:02 see stats
By Bh on time the Skeleton Temporal Warden level 21
46th Dusk 122nd year of Ascendancy at 01:42 see stats
By Bh on time the Skeleton Temporal Warden level 36
27th Pyre 123rd year of Ascendancy at 19:08 see stats
By Bh on time the Skeleton Temporal Warden level 29
4th Regrowth 123rd year of Ascendancy at 12:14 see stats
By Bh on time the Skeleton Temporal Warden level 26
4th Decay 122nd year of Ascendancy at 15:53 see stats
By Bh on time the Skeleton Temporal Warden level 10
4th Flare 122nd year of Ascendancy at 19:51 see stats
By Bh on time the Skeleton Temporal Warden level 20
35th Dusk 122nd year of Ascendancy at 16:22 see stats
By Bh on time the Skeleton Temporal Warden level 30
28th Regrowth 123rd year of Ascendancy at 03:46 see stats
By Bh on time the Skeleton Temporal Warden level 28
1st Wintertide 123rd year of Ascendancy at 00:17 see stats
By Bh on time the Skeleton Temporal Warden level 28
1st Wintertide 123rd year of Ascendancy at 00:17 see stats
By Bh on time the Skeleton Temporal Warden level 35
73rd Regrowth 123rd year of Ascendancy at 13:46 see stats
By Bh on time the Skeleton Temporal Warden level 9
8th Mirth 122nd year of Ascendancy at 00:39 see stats
By Bh on time the Skeleton Temporal Warden level 9
9th Mirth 122nd year of Ascendancy at 10:33 see stats
By Bh on time the Skeleton Temporal Warden level 22
47th Dusk 122nd year of Ascendancy at 03:53 see stats
By Bh on time the Skeleton Temporal Warden level 15
15th Dusk 122nd year of Ascendancy at 11:49 see stats
Log
A shield forms around Bh on time.
Bh on time casts Breach.
Bh on time's Breach misses Gerenor the skeleton magus.
Gerenor the skeleton magus uses Re-assemble.
Gerenor the skeleton magus receives 1626 healing from Re-assemble.
Bh on time hits Gerenor the skeleton magus for (18 absorbed), 0 fire (0 total damage).
Bh on time is no longer out of phase.
Talent Bone Armour is ready to use.
Talent Temporal Hounds is ready to use.
Talent Invigorate is ready to use.
Bh on time activates his Voidarc!
The shield around Bh on time crumbles.
A shield forms around Bh on time.
Gerenor the skeleton magus uses Block.
Bh on time hits Gerenor the skeleton magus for (18 blocked), 0 fire (0 total damage).
Talent Blink Blade is ready to use.
Bh on time activates Weapon Folding.
Gerenor the skeleton magus uses Bloodstream.
Gerenor the skeleton magus performs a melee critical strike against Bh on time!
Your shield crumbles under the damage!
The shield around Bh on time crumbles.
Gerenor the skeleton magus performs a melee critical strike against Bh on time!
Gerenor the skeleton magus's spell attains critical power!
Gerenor the skeleton magus hits Bh on time for (326 absorbed), 243 physical (243 total damage).
Greater Weapon Focus from Gerenor the skeleton magus hits Bh on time for 285 physical damage.
Melee retaliation hits Gerenor the skeleton magus for (11 absorbed), 0 temporal, (2 absorbed), 0 darkness, (54 absorbed), 0 fire, (3 absorbed), 0 blight, (17 absorbed), 0 cold, (11 absorbed), 0 temporal, (2 absorbed), 0 darkness, (54 absorbed), 0 fire, (3 absorbed), 0 blight, (17 absorbed), 0 cold, (11 absorbed), 0 temporal, (2 absorbed), 0 darkness, (54 absorbed), 0 fire, (3 absorbed), 0 blight, (17 absorbed), 0 cold (0 total damage).
Bh on time the level 38 skeleton temporal warden was punctured to death by Gerenor the skeleton magus on level 1 of Amesta.
Gerenor the skeleton magus prepares for the next kill!