
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Less pinky nightmare curse 1.5.5Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Convenient Digging 1.5.5 Portable Item Vault 1.7.4Add a portable item vault to your inventory! Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Adventurer Buff Addon 1.7.4Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Dungeon Spawn 1.7.4Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. And lasty placing all extra cities on map. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Black Grid Line and no Tall Tree 1.7.4Change grid line color to black, and modify tiles not to make tall trees. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Golem - The Ironbreaker ALT 1.4.9(***optional version with original golem magic tree***Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.7.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Revised Short Staves 1.4.6Extended Auto-use 1.1.5Adds additional options to talent auto-use Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Additional Randart Properties 1.5.10 |
| Campaign | Light |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 297 / 76% |
| Size | big |
| Lifes / Deaths | Killed by Dozing Xanuwe at level 44 on the 28th Dusk 122nd year of Ascendancy at 06:09 / 1 |
Primary Stats
| Strength | 393 (base 175) |
| Dexterity | 173 (base 12) |
| Constitution | 265 (base 60) |
| Magic | 387 (base 307) |
| Willpower | 106 (base 56) |
| Cunning | 172 (base 77) |
Resources
| Mana | 1906/1906 |
| Negative | 993/993 |
| Life | 109728/109728 |
| Paradox | 300 |
| Soul | 10/10 |
| Hate | 50/100 |
| Equilibrium | 25 |
| Vim | 1294/1294 |
| Insanity | 0/100 |
| Positive | 953/953 |
| Stamina | 1228/1228 |
| Psi | 368/368 |
| Healing Factor | 2.5 |
| Regeneration | 287.26906463175 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +200.06671315787% |
| Spell | 0% |
| Global | +47.003715697221% |
Vision
| Sight | 10 |
| Lite | 22 |
| Infravision | 7 |
| See Stealth | 142.29300924208 |
| See Invisible | 171.29300924252 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 1165 |
| Accuracy | 156 |
| Crit Chance | 157% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 173 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 121 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +67% |
| Blight | +61% |
| Arcane | +88% |
| Cold | +137% |
| All | +46% |
| Physical | +69% |
| Lightning | +88% |
| Light | +81% |
| Temporal | +52% |
| Mind | +83% |
| Darkness | +73% |
| Fire | +389% |
| Nature | +71% |
Offense: Damage Penetration
| Nature | +92% |
| Acid | +52% |
| Mind | +102% |
| Darkness | +56% |
| Blight | +97% |
| Arcane | +82% |
| Fire | +155% |
| All | +47% |
Defense: Base
| Armour (hardiness) | 1298.018324098 (94.051442452011%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 200.8 |
| Spell Save | 179.2 |
| Mental Save | 160 |
Defense: Resistances
| Acid | 70%( 70%) |
| Blight | 70%( 70%) |
| Arcane | 72%( 72%) |
| Cold | 70%( 70%) |
| All | +320%( 70%) |
| Physical | 70%( 70%) |
| Lightning | 70%( 70%) |
| Light | +100%(100%) |
| Temporal | 70%( 70%) |
| Mind | 70%( 70%) |
| Darkness | 70%( 70%) |
| Fire | 70%( 70%) |
| Nature | 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 8% |
| Disarm Resistance | 40% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2035 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83 |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 814 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83 |
Class Talents
| Spell / Disenchantment | 1.20 |
| 1/5 |
| 12/5 |
| 28/5 |
| 5/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 25/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen vines | 1.20 |
| 29/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane enchantments | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Poison alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 28/5 |
| Spell / Fire alchemy | 1.20 |
| 23/5 |
| 1/5 |
| 19/5 |
| 29/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 6/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 29/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Outlander | 1.20 |
| 29/5 |
| 6/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 7/5 |
| 5/5 |
| 0/5 |
| 40/5 |
| 39/5 |
| 21/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 37/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 10/5 |
| 8/5 |
| 8/5 |
| 3/5 |
| Celestial / Chants | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Energy | 1.00 |
| 2/5 |
| 8/5 |
| 1/5 |
| 6/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Dark Ritual |
| talent | Elemental Discord |
| talent | Stone Vines |
| talent | Arcane Power |
| talent | Spiked Shell |
| talent | Wildfire |
| talent | Beyond the Flesh |
| talent | Flame Infusion |
| talent | Energy Decomposition |
| talent | Icy Skin |
| talent | Kinetic Shield |
| talent | Mega Spiked Shell |
| talent | Body of Fire |
| talent | Second Life |
| talent | Aether Permeation |
| talent | Volcano Shell |
| talent | Dig |
| talent | Mutation |
| talent | Keen Senses |
| beneficial effect | Earthen Shell |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+12% global speed). Clarity |
| beneficial effect | Physical power, spellpower and all saves increased by 50. Commander of the Dead |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 3 Net Damage: 664 - 930 Accuracy: 173 (knife) APR: 35 Crit Chance: +154% Crit mult: 461% Uses Stats: 92% Cun, 50% Mag |
| beneficial effect | Countering melee attacks: Has a 36% chance to get an automatic counter attack when avoiding a melee attack. (2.8 counters remaining) Counter Attacking |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * With the network of runestones warding the Iron Gate sabotaged, you are confident you can succeed in your attempt to breach the fortress. * But beware: the magic that still lingers will make using your Rod of Recall impossible, and the dwarves will undoubtedly close off any escape routes. * This is it: freedom or death. Gather your strength, and fight your way past the High Guardian. To the surface, and towards freedom. * You have shattered the Iron Gate, fought past its High Guardian and obtained your freedom. | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 101): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 102): Rush Hour (215)Turns left: -1 | failed |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 104): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 347 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 105): Rush Hour (347)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 106): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 107): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 108): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 110): Rush Hour (215)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 112): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 113): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 115): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 116): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 122): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 123): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 126): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 127): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 129): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 130): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 131): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 133): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 135): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 136): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 141): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 137 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 142): Rush Hour (137)Turns left: 41 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 143): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 144): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 209 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 145): Rush Hour (209)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 146): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 147): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 149): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 150): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 152): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 153): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 154): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 155): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 156): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 158): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 159): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 548 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 161): Rush Hour (548)Turns left: 372 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 164): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 166): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 168): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 169): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 170): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 172): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 173): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 174): Near SightedYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 434 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 175): Rush Hour (434)Turns left: 74 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 177): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 178): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 179): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 180): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 182): Rush Hour (116)Turns left: 64 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 184): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 185): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 186): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 188): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 190): Exterminator | failed |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 191): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 192): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 193): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 194): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 195): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 167 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 197): Rush Hour (167)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 200): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 201): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 203): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 206): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 207): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 209): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 212): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 214): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 215): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 216): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 217): Exterminator | failed |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 218): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 219): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 220): Rush Hour (200)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 222): ExterminatorYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 226): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 227): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 228): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 229): Rush Hour (194)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 230): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 232): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 233): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 236): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 237): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 238): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 239): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 240): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 241): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 242): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 244): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 245): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 248): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 59 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 249): Rush Hour (59)Turns left: 6 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 250): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 251): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 254): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 255): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 256): ExterminatorYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 258): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 261): Rush Hour (200)Turns left: 48 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 262): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 263): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 265): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 266): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 267): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 268): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 270): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 271): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 273): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 275): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 276): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 278): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 279): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 281): Near SightedYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 282): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 284): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 286): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 287): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 289): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 290): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 291): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 164 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 293): Rush Hour (164)Turns left: 13 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 461 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 294): Rush Hour (461)Turns left: 353 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 295): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 332 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 296): Rush Hour (332)Turns left: 173 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 297): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 298): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 299): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 302): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 304): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 305): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 306): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 410 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 307): Rush Hour (410)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 308): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 309): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 310): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 311): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 312): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 209 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 314): Rush Hour (209)Turns left: 150 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss &039;. Infinite Dungeon Challenge (Level 315): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 316): Rush Hour (227)Turns left: 91 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 317): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 318): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 321): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 434 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 325): Rush Hour (434)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 77): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 176 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 79): Rush Hour (176)Turns left: 4 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 84): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 386 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 85): Rush Hour (386)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 89): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 93): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 94): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 96): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 97): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 98): ExterminatorYou completed the challenge and received: +1 Class Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *You have taken the power that lingered in this place. | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining knowledge of the Celestial/Chants tree, unlocking it. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining knowledge of the Chronomancy/Energy tree, unlocking it. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining knowledge of the Technique/Conditioning tree, unlocking it. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Once upon a time, Ralkur forged mighty champions to cover his retreat. The Slumbering ElevenHe was interrupted before he could finish his work. Yet these Eleven slumber - for now. They could prove a challenge for you to test yourself against, to grow even further. *The first group of the Eleven has fallen. A seal has broken, empowering the rest of them. *The second group of the Eleven has fallen. The second seal has shattered, empowering all four that are left to their old strength. *Ten of the Eleven have fallen. Only the Nameless remains. *None of the Eleven could stand against you. Ralkur& | active |
Equipment
| Psionic focus | Glorywyn the Kindleraze (187% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 188% Range: 1.2x Uses stats: 80% Str, 110% 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: Accuracy: +20 (+2 eff.) Armour: +12 Defense: +12 (+3 eff.) Effects on melee hit: * 30% chance to reduce damage dealt by 44% Changes stats: +3 Dex / +2 Con Changes resistances: +12% light / +6% temporal Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes damage: +42% lightning / +6% temporal / +6% light / +42% cold / +42% fire / +42% arcane / +15% physical Talents granted: +5 Ward +1 Command Staff Critical mult.: +10.00% Physical save: +9 (+1 eff.) Spellpower: +32 (+4 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
| Quiver | Betiyawyn the Airoblivion (19/19, 188% power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 188% Range: 1.4x Uses stats: 100% Mag, 42% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 When this weapon hits: Distortion Bolt (25% chance level 5). When this weapon hits: Ice Shards (10% chance level 2). On weapon hit: * 20% chance to knock the target back 3 spaces and deal 401 physical damage Damage Shield penetration (this weapon only): +20% Damage (Ranged): +16 lightning / +44 physical / +8 mind / +16 arcane Talent on hit(spell): Temporal Bolt (10% chance level 2). Arrows are used with bows to pierce your foes to death. This item has been sent to the Item& |
| Light source | The Eternal Glimmer The Eternal GlimmerPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes stats: +15 Wil Changes resistances: +50% light / +6% all Changes resistances cap: +30% light Changes damage: +15% all Damage affinity(heal): +20% light Physical save: +30 (+2 eff.) Spell save: +30 (+2 eff.) Mental save: +60 (+7 eff.) Confusion immunity: +100% Maximum life: +120.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +8% Light radius: +10 Solace. Safety. A whisper that all will be well. The soft shine promises all this and more, and it has kept that promise for as long as you have carried it. |
| On head | Siluravea the Stokewrest (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 44% Damage (Melee): 12 mind Changes resistances: +8% lightning / +8% temporal / +8% light / +16% fire / +8% nature / +8% acid / +8% blight / +8% cold / +14% mind / +8% darkness Changes resistances penetration: +10% mind / +10% fire Changes damage: +19% mind / +24% fire Talent granted: +1 Bastion Physical save: +15 (+2 eff.) Mental save: +19 (+2 eff.) Maximum psi: +30.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Bastion: Passive - Increases Physical, Mind, and Spell Saves by 41.62 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A pointy cloth hat, very wizardly... |
| On feet | Hellsmark the pair of hardened leather boots (0 def, 3 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage (Melee): 16 nature / 24 fire Changes stats: +11 Lck / +14 Dex Changes resistances: +36% acid Changes resistances penetration: +32% fire Changes damage: +21% acid Stealth bonus: +10 Only die when reaching: -80.00 life A pair of boots made of leather. This item has been sent to the Item& |
| Tool | Wretchshaper the iron pickaxe (dig speed 38 turns) =73% DamShldPen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -6% Effects on melee hit: * 49% chance to reduce armor by 66% Damage (Melee): 40 nature / 36 mind Changes stats: +3 Str / +13 Mag / +6 Wil Changes resistances: +12% arcane / +30% acid Changes resistances penetration: +35% blight / +35% arcane / +45% nature Changes damage: +18% mind / +21% nature Critical mult.: +30.00% Maximum vim: +60.00 Maximum pos.energy: +55.00 Maximum neg.energy: +55.00 Damage Shield penetration: +73% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+1 eff.) Fatigue: -8% Damage (Melee): 16 poison Damage (Ranged): 13 poison Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +15% blight Changes damage: +7% all Maximum encumbrance: +32 Spell save: +6 (+1 eff.) Spellpower: +14 (+2 eff.) Spell crit. chance: +5% Mindpower: +14 (+2 eff.) Damage Shield penetration: +37% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn&CRIMSON039;s Vault. |
| On fingers | Brightworm the voratun ringRequires: - Level 35 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Effects on melee hit: * 38% chance to reduce all saves and defense by 56 Damage (Melee): 32 blight Damage when hit (Melee): 14 cold / 4 fire Changes stats: +20 Dex / +27 Cun / +8 Lck Changes resistances: +12% cold Changes resistances penetration: +20% mind / +10% fire Changes damage: +12% cold / +6% fire Activating this item is instant. It can be used to activate talent All That Glitters (costing 26 power out of 30/30) : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! This item has been sent to the Item& |
| Around neck | Bloodfire Whorl (volcanic) Bloodfire Whorl (volcanic) Requires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness / 7 fire Changes stats: +2 Mag Changes resistances: +20% fire Changes damage: +8% fire / +8% physical / +9% all Grants telepathy: Demon/Major Demon/Minor Talent mastery: Talent granted: +1 Inner Flame Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 15267.81%, Fire Affinity by 9715.88%, and Fire Damage by 17812.45%. This bonus is based on your current life and Magic stat Talent on hit(spell): Volcano (10% chance level 3). A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. This item has been sent to the Item& |
| In main hand | dragonbone starstaff &039; (blazing) (shielding rune of the wizard) (176% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature Enchantment: Runes 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 80% Str, 110% 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 this weapon hits: Pyrokinesis (20% chance level 2). When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 8 light Changes stats: +11 Con Changes resistances: +12% acid / +5% arcane Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +2.80 Spellpower: +46 (+6 eff.) Spell crit. chance: +5% Light radius: +4 Global speed: +10% Healing mod.: +46% It can be used to activate rune Activation puts all charms on cooldown for 14 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | small tauntlets &039; (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Changes stats: +3 Str / +5 Mag / +10 Wil / +8 Lck Changes resistances: +15% light / +36% nature Changes resistances penetration: +25% mind / +15% all Changes damage: +12% all Talent granted: +1 Block Physical save: +21 (+2 eff.) Mental save: +24 (+3 eff.) Disease immunity: +46% Life regen: +9.23 Equilibrium when hit: +0.36 Mindpower: +25 (+3 eff.) See invisible: +15 Healing mod.: +30% Tauntlets behave like a shield, and allow you to block attacks. 10 block power. When used to modify unarmed attacks: Power: 160% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 80% Con Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% A turtle shell fit with a simple strap. It covers the entire forearm. |
| Around waist | Cord of the Steeled Mind Cord of the Steeled MindInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Talent granted: +1 Iron Resolve Physical save: +5 (+1 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +22% Stun/Freeze immunity: +20% Mindpower: +7 (+1 eff.) Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 53.0%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| Cloak | Unrildil (38 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +20 (+1 eff.) Defense: +38 (+8 eff.) Changes stats: +4 Dex / +9 Wil / +10 Cun Changes resistances: +9% temporal Changes resistances penetration: +9% darkness / +10% fire Changes damage: +12% darkness / +13% fire Critical mult.: +5.00% Only die when reaching: -80.00 life Mindpower: +10 (+1 eff.) It can be used to activate talent Allure (costing 26 power out of 30/30) : Effective talent level: 5.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Description: Allure foes in a radius of 5.0, forcing them to attack you and muddling their minds, potentially numbing, blinding, exposing, confusing, or silencing them. The power of these effects is 50.0, based on Mindpower. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lavatreason (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 12 fire Changes stats: +3 Cun / +3 Mag Changes resistances: +15% acid / +25% physical / +15% darkness / +9% blight / +14% fire / +15% lightning / +15% cold Changes resistances penetration: +5% acid / +12% all Changes damage: +6% fire / +3% all Talent cooldown: Rush (-5 turns) Physical save: +25 (+2 eff.) Disarm immunity: +40% Stun/Freeze immunity: +36% Knockback immunity: +40% Life regen: +11.00 Maximum life: +80.00 Healing mod.: +19% A suit of armour made of metal plates. |
Inventory
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion (speed 812%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 767%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 674%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 801%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 803%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 803% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 1390%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1390% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 514; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion (heal 454; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion (heal 514; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion (heal 514; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion (heal 514; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion (heal 514; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion (heal 479; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion of the sneak (heal 1067; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
regeneration infusion of the warrior (heal 1729; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
blink rune of the wizard (range 20; phase 64; cd 20)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: 20 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 20 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 64%, your defense is increased by 64 and all your resistances by 64%. 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. |
magic missile rune (340 arcane damage)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: 8 Cooldown: 18 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 340 arcane damage and inflicts Spellshocked for 5 turns. 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. |
magic missile rune (404 arcane damage)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: 9 Cooldown: 18 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 404 arcane damage and inflicts Spellshocked for 5 turns. 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. |
magic missile rune (404 arcane damage)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: 7 Cooldown: 13 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 404 arcane damage and inflicts Spellshocked for 5 turns. 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. |
magic missile rune (389 arcane damage)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: 9 Cooldown: 17 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 389 arcane damage and inflicts Spellshocked for 5 turns. 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. |
Ancient Rune ()Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 5 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: You will have to try it to discover what it does. It can be used to inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
Ancient Rune ()Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 5 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: You will have to try it to discover what it does. It can be used to inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
Ancient Rune ()Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 5 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: You will have to try it to discover what it does. It can be used to inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
Prismatic Rune (6 turns; lightning, physical, darkness, nature, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITE |
acid wave rune (damage 301; dur 4; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 300.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 326; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 325.65 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 326; dur 4; cd 23)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 325.65 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 715; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 715.09 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 463; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 462.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 463; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 462.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 119; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 462; dur 8; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. 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. Press to compare to your current inscriptions |
shielding rune (absorb 462; dur 8; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. 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. Press to compare to your current inscriptions |
shielding rune (absorb 439; dur 8; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 8 turns. 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. Press to compare to your current inscriptions |
shielding rune (absorb 462; dur 8; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. 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. Press to compare to your current inscriptions |
teleportation rune (range 103; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITEWHITEPress to compare to your current inscriptions |
teleportation rune (range 80; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITEWHITEPress to compare to your current inscriptions |
teleportation rune (range 103; 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83FFFFFFYELLOWLASTANTIQUE_WHITEWHITEPress to compare to your current inscriptions |
4 Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Chargetorrent the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +26 Damage (Melee): 68 lightning Changes stats: +4 Str Changes resistances: +6% physical / +21% temporal / +12% arcane / +33% mind Changes resistances penetration: +35% lightning Critical mult.: +35.00% Physical save: +21 (+2 eff.) Silence immunity: +49% Stun/Freeze immunity: +49% Only die when reaching: -160.00 life Maximum hate: +22.00 Mindpower: +55 (+8 eff.) Healing mod.: +49% Amulets make your neck look great! |
Ardent Watcher Ardent WatcherPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +10% cold / +14% fire / +10% darkness / +18% light Damage against: +19% Demon Change telepathy range by : +14 Grants telepathy: Demon Blindness immunity: +26% Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Ardent Watcher Ardent WatcherPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +5% temporal / +5% darkness / +5% blight / +7% fire / +10% mind Damage against: +17% Demon Change telepathy range by : +7 Grants telepathy: Demon Vim when firing critical spell: +3.00 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +5.00 Maximum psi: +5.00 Maximum vim: +6.00 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Ardent Watcher (sludge-imbued) Ardent Watcher (sludge-imbued)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% lightning / +20% acid / +5% blight / +5% fire / +10% arcane / +20% nature Changes damage: +10% nature / +10% acid Damage against: +10% Demon Change telepathy range by : +13 Grants telepathy: Demon Mana when firing critical spell: +4.00 Vim when firing critical spell: +2.00 Maximum mana: +20.00 Maximum vim: +6.00 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Bloodfire Whorl Bloodfire WhorlPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% physical / +12% temporal Talent granted: +1 Inner Flame Pinning immunity: +22% Knockback immunity: +24% Stamina each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 15267.81%, Fire Affinity by 9715.88%, and Fire Damage by 17812.45%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
Bloodfire Whorl Bloodfire WhorlPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +3 Mag Changes resistances: +7% nature / +5% physical Talent granted: +1 Inner Flame Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +10.00 Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 15267.81%, Fire Affinity by 9715.88%, and Fire Damage by 17812.45%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
Bloodfire Whorl Bloodfire WhorlPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 10 fire Changes stats: +2 Mag Talent granted: +1 Inner Flame Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 15267.81%, Fire Affinity by 9715.88%, and Fire Damage by 17812.45%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
Dimclamor the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +7 Mag / +3 Wil Changes resistances: +9% arcane / +15% fire Changes resistances penetration: +12% all Changes damage: +8% all Reduces incoming crit damage: 23.14% Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Light radius: +5 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
warmaker&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Str / +6 Dex / +6 Mag / +6 Wil Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
Sparksmash the gold amulet =20 DamRed=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 33% chance to reduce strength, dexterity, and constitution by 55 Changes stats: +4 Mag / +4 Wil / +10 Cun / +4 Con / +3 Lck Changes resistances: +18% temporal / +11% physical / +11% arcane / +9% mind Reduce damage by fixed amount: +20 all Changes damage: +9% lightning Critical mult.: +15.00% Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 3.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 85 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall& |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 3.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 85 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall& |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 3.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 85 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall& |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 3.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 85 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall& |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 2.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 2.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 2.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 2.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
protective stralite amulet of agonyPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Damage when hit (Melee): 10 bleed Changes stats: +9 Con Changes resistances cap: +6% all Changes resistances penetration: +7% acid / +7% blight Physical save: +19 (+2 eff.) Amulets make your neck look great! |
Bilespire the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 20 bleed Changes stats: +8 Str / +8 Dex / +7 Mag / +1 Wil / +10 Con Changes resistances: +6% nature Changes resistances penetration: +35% blight Changes damage: +8% acid / +11% bleed / +8% fire / +7% cold / +8% lightning Spell save: +3 (+1 eff.) Mana when firing critical spell: +1.00 Maximum mana: +156.20 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Talent on hit(spell): Lightning (5% chance level 1). It can be used to activate talent Frenzy, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 57% (at 0 Hate) to 115% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -60 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
Boghue the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Effects on melee hit: * 42% chance to slow global speed by 87% Damage (Melee): 24 arcane Damage when hit (Melee): 18 blight Changes stats: +9 Str / +20 Wil Changes resistances: +18% mind / +26% temporal Changes resistances penetration: +45% mind Changes damage: +21% mind Pinning immunity: +44% Knockback immunity: +50% Mana each turn: +0.32 Vim when firing critical spell: +4.19 Spellpower on spell critical (stacks up to 3 times): +16 Only die when reaching: -167.43 life Maximum stamina: +62.79 Spell crit. chance: +8% Amulets make your neck look great! |
BrightstreakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour: +6 Defense: +19 (+4 eff.) Fatigue: -10% Changes stats: +5 Str / +5 Dex / +11 Mag / +10 Wil / +3 Cun / +5 Con / +20 Lck Changes resistances: +12% lightning / +2% physical / +9% mind Silence immunity: +40% Life regen: +5.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Light radius: +3 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
Corruptionwedge the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +15 Defense: +22 (+5 eff.) Damage (Melee): 12 nature / 20 acid Changes stats: +2 Dex / +7 Wil / +5 Cun Changes resistances: +10% arcane / +30% fire / +30% darkness / +28% cold Changes resistances cap: +14% all Physical save: +48 (+4 eff.) Spell save: +12 (+2 eff.) Light radius: +1 Amulets make your neck look great! |
Frost Lord&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Frost Lord&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Frost Lord&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Frost Lord&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul&Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLAST039;s strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1353.58 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul& |
Garkul&Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLAST039;s strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1353.58 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul& |
Garkul&Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLAST039;s strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1353.58 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul& |
Garkul&Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLAST039;s strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1353.58 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul& |
GlowfearInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +11 Physical crit. chance: +3.0% Defense: +40 (+8 eff.) Changes stats: +7 Dex / +7 Wil / +3 Cun / +3 Lck Changes resistances: +25% mind Changes damage: +8% all Talent mastery: +0.30 Wild-gift / Fire drake aspect Physical save: +9 (+1 eff.) Confusion immunity: +49% Light radius: +7 Infravision radius: +4 Size category: +4 Amulets make your neck look great! |
IchorstriderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 44% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 28 acid / 40 fire / 36 darkness / 32 nature Damage when hit (Melee): 22 nature / 14 fire Changes resistances: +15% physical / +24% nature / +33% temporal Changes resistances penetration: +50% darkness Changes damage: +27% darkness / +24% nature Stamina each turn: +1.20 Defense after a teleport: +33 Resist all after a teleport: +33% New effects duration reduction after a teleport: +33% Reduces paradox anomalies(equivalent to willpower): +70 Amulets make your neck look great! |
NerattaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +13 Defense: +10 (+2 eff.) Changes resistances: +12% temporal / +12% nature / +21% light Changes resistances cap: +7% all Changes damage: +9% arcane Physical save: +21 (+2 eff.) Teleport immunity: +27% Hate when firing a critical mind attack: +3.00 Hate per kill: +16.00 Amulets make your neck look great! |
Ulogar the OffalstarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 49% chance to reduce strength, dexterity, and constitution by 55 * 49% chance to slow global speed by 87% Damage (Melee): 28 blight / 40 lightning Damage when hit (Melee): 25 nature Changes stats: +7 Dex / +10 Mag / +15 Wil / +8 Con Changes resistances: +28% mind Changes resistances penetration: +50% mind Changes damage: +21% blight / +63% mind Reduces incoming crit damage: 37.11% Confusion immunity: +42% See invisible: +30 Amulets make your neck look great! |
Velerin the HazewrackCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Damage (Melee): 32 lightning / 32 temporal / 48 arcane / 80 cold Changes resistances: +21% lightning / +24% fire Changes resistances cap: +7% all Changes resistances penetration: +57% cold Changes damage: +30% lightning / +21% temporal / +27% cold / +21% arcane / +33% fire Physical save: +27 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +45 Amulets make your neck look great! |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
voratun amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Armour: +4 Damage (Melee): 8 mind / 18 bleed Changes stats: +8 Str / +19 Dex Changes resistances: +9% temporal / +5% physical Changes damage: +11% bleed Critical mult.: +15.00% Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +15 It can be used to activate talent Frenzy, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 55% (at 0 Hate) to 110% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -58 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
voratun amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Wil / +13 Mag Changes resistances: +12% temporal / +11% physical Changes damage: +48% arcane / +24% blight Critical mult.: +25.00% Stamina each turn: +1.20 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +12 Maximum pos.energy: +30.00 Maximum neg.energy: +30.00 Defense after a teleport: +27 Resist all after a teleport: +27% New effects duration reduction after a teleport: +27% Amulets make your neck look great! |
voratun amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +6 Effects on melee hit: * 54% chance to slow global speed by 87% Changes stats: +10 Dex Changes resistances: +18% temporal / +15% physical / +27% mind / +18% blight / +24% fire / +15% nature / +6% all Reduce damage by fixed amount: +50 all Changes resistances penetration: +67% physical Changes damage: +24% mind Physical save: +18 (+2 eff.) Spell save: +24 (+2 eff.) Mental save: +24 (+3 eff.) Blindness immunity: +54% Life regen: +7.00 Equilibrium when hit: +0.24 Hate per kill: +14.00 Maximum life: +27.00 Amulets make your neck look great! |
wanderer&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +10 Con Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
wanderer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +6 Mag / +9 Cun / +10 Con Life regen: +5.00 Stamina each turn: +1.50 Mana each turn: +0.48 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Movement speed: +10% Amulets make your neck look great! |
Cloudpiercer the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+0 eff.) Damage when hit (Melee): 22 acid / 26 blight Changes stats: +18 Wil Changes resistances: +39% acid Changes resistances penetration: +55% acid / +60% lightning / +35% light / +65% arcane Changes damage: +18% mind Critical mult.: +30.00% Spellpower on spell critical (stacks up to 3 times): +18 Maximum pos.energy: +30.00 Maximum neg.energy: +30.00 Spellpower: +85 (+10 eff.) Mindpower: +7 (+1 eff.) Damage Shield penetration: +70% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Rings make your fingers look great! |
Zubema the ShadowreamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +10 Damage (Melee): 20 blight Changes stats: +7 Str Changes resistances: +24% light / +42% darkness Changes resistances penetration: +40% physical Changes damage: +21% light / +27% fire Physical save: +47 (+4 eff.) Spell save: +9 (+1 eff.) Mental save: +8 (+1 eff.) Only die when reaching: -160.00 life Rings make your fingers look great! |
copper ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 32 lightning / 24 arcane / 40 mind Damage when hit (Melee): 23 arcane Changes resistances penetration: +35% acid Changes damage: +30% blight Critical mult.: +76.13% Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Mana each turn: +0.40 Psi when hit: +0.36 Spellpower on spell critical (stacks up to 3 times): +16 Maximum psi: +110.00 Spell crit. chance: +17% Defense after a teleport: +35 Resist all after a teleport: +35% New effects duration reduction after a teleport: +35% Rings make your fingers look great! |
copper ring of warCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 78% damage. Rings make your fingers look great! |
mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Str / +4 Con Maximum encumbrance: +24 Talents granted by this ego do not have their typical weapon type requirements. Activating this item is instant. It can be used to activate talent Perfect Strike (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Rings make your fingers look great! |
psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+1 eff.) Life regen: +8.00 Maximum life: +51.00 Healing mod.: +12% Rings make your fingers look great! |
vile copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 blight / 8 lightning Changes stats: +4 Con Life regen: +8.00 Maximum life: +51.00 Healing mod.: +12% Rings make your fingers look great! |
vile copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 blight / 8 lightning Changes stats: +4 Con Life regen: +8.00 Maximum life: +52.00 Healing mod.: +12% Rings make your fingers look great! |
wizard&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Con Spell save: +8 (+1 eff.) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
Arymina the PhoenixjeerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 20 blight / 24 fire Damage when hit (Melee): 10 mind / 18 blight Changes stats: +5 Dex / +13 Wil / +5 Cun / +7 Lck Changes resistances: +27% acid / +15% fire Changes resistances penetration: +25% blight Changes damage: +21% blight / +21% mind / +6% all Talent mastery: +0.70 Celestial / Sun Mental save: +12 (+1 eff.) Movement speed: +70% Rings make your fingers look great! |
gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +7 Str / +6 Con Rings make your fingers look great! |
gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +7 Str / +7 Con Rings make your fingers look great! |
gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +7 Str / +7 Con Life regen: +11.00 Maximum life: +55.00 Healing mod.: +14% Rings make your fingers look great! |
solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 56 Damage (Melee): 17 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 56 Damage (Ranged): 17 physical Changes stats: +10 Cun / +6 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +9 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 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! |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+1 eff.) Life regen: +11.00 Maximum life: +64.00 Healing mod.: +14% Rings make your fingers look great! |
warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +6 Str / +5 Cun / +5 Lck Activating this item is instant. It can be used to activate talent All That Glitters (costing 26 power out of 30/30) : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Physical power: +10 (+1 eff.) Defense: +11 (+3 eff.) Changes stats: +6 Str / +8 Con Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
gold ring of warCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 86% damage. Rings make your fingers look great! |
warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +13 Str / +6 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
wizard&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag Spell save: +14 (+2 eff.) Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
QuenchsorrowInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 24 cold Changes stats: +10 Cun / +15 Wil Changes resistances: +30% mind / +15% cold Changes resistances penetration: +15% all Changes damage: +33% cold / +27% mind / +27% darkness Mental save: +50 (+6 eff.) Confusion immunity: +44% Hate when firing a critical mind attack: +5.00 Psi per kill: +24.00 Light radius: +5 Infravision radius: +6 Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
entropic stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 34 light Damage (Ranged): 34 light Damage when hit (Melee): 14 acid / 17 darkness Changes stats: +7 Cun / +9 Mag Changes damage: +18% light Rings make your fingers look great! |
marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +7 Str / +9 Dex / +7 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Stunning Blow (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Hit the target twice with your two-handed weapon, doing 65% damage. Each hit will try to stun the target for 5 turns. The stun chance increases with your Physical Power. Rings make your fingers look great! |
obscure stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 13% chance to gain 10% of a turn (3/turn limit) Effects on ranged hit: * 13% chance to cause random gloom Spell save: +13 (+2 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
pixie&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +13 Cun / +6 Lck Spellpower: +12 (+2 eff.) Activating this item is instant. It can be used to activate talent All That Glitters (costing 26 power out of 30/30) : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
pixie&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Mag / +7 Cun / +3 Lck Spellpower: +8 (+1 eff.) Activating this item is instant. It can be used to activate talent Mind On My Money (costing 26 power out of 30/30) : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 100.00 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
pixie&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +7 Mag Disarm immunity: +44% Pinning immunity: +37% Knockback immunity: +44% Maximum life: +44.00 Spellpower: +13 (+2 eff.) Rings make your fingers look great! |
sneakthief&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Changes stats: +9 Cun / +9 Dex Rings make your fingers look great! |
stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 56 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 56 Damage (Ranged): 29 physical Changes stats: +6 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 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! |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str Life regen: +17.00 Maximum life: +88.00 Healing mod.: +16% Rings make your fingers look great! |
Beorach the Searzephyr0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +30 (+2 eff.) Armour: +14 Damage (Melee): 13 nightmare Effects on ranged hit: * 11 arcane resource burn Changes stats: +6 Wil / +8 Mag Changes damage: +18% mind / +18% fire Physical save: +30 (+2 eff.) Spell save: +15 (+2 eff.) See invisible: +39 Size category: +3 Rings make your fingers look great! |
Branugas the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +4 Damage (Melee): 18 poison / 8 mind / 12 temporal Damage (Ranged): 17 poison Changes stats: +1 Str / +8 Dex / +2 Mag / +3 Wil / +5 Cun Changes resistances: +30% acid / +12% temporal / +30% fire / +30% cold / +29% lightning Changes resistances penetration: +10% blight / +20% physical Critical mult.: +35.00% Disease immunity: +50% Reduces paradox anomalies(equivalent to willpower): +15 Rings make your fingers look great! |
Emelykira the BoltsinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 16 light / 24 cold Changes stats: +5 Str / +5 Mag Changes resistances: +15% lightning / +21% light Changes resistances penetration: +48% lightning / +30% cold / +30% nature / +24% all Talent mastery: +0.70 Cunning / Survival Disarm immunity: +49% Pinning immunity: +50% Knockback immunity: +40% Maximum life: +50.00 Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 503.70 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s) Activation costs 28 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren& |
LayurattaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +50 (+10 eff.) Effects on melee hit: * 49% chance to reduce all saves and defense by 56 Damage (Melee): 40 blight / 68 arcane Damage when hit (Melee): 16 blight Changes stats: +7 Cun / +10 Con Changes resistances: +21% lightning / +30% nature / +24% blight Changes resistances penetration: +45% blight Reduces incoming crit damage: 35.00% Physical save: +62 (+5 eff.) Disarm immunity: +49% Maximum life: +200.00 Spell crit. chance: +9% Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+2 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Pitchenvy the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to reduce damage dealt by 44% Damage (Melee): 24 lightning / 32 arcane / 24 darkness Damage when hit (Melee): 10 arcane Changes resistances: +18% lightning / +10% temporal / +30% darkness / +39% cold / +21% mind Changes resistances penetration: +20% darkness / +30% arcane Physical save: +10 (+1 eff.) Teleport immunity: +50% Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Rings make your fingers look great! |
PorelleCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Effects on melee hit: * 13% chance to reduce damage dealt by 44% Damage (Ranged): 19 entangle Changes stats: +8 Str / +4 Wil / +7 Cun Changes resistances: +3% temporal Changes resistances penetration: +15% mind Changes damage: +3% mind Physical save: +11 (+1 eff.) Psi when hit: +0.04 Hate per kill: +4.00 Rings make your fingers look great! |
TorchraceCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +4 Armour: +12 Effects on melee hit: * 14% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): 15 nightmare Damage when hit (Melee): 20 arcane / 17 cold Changes stats: +8 Str / +8 Mag / +3 Wil Changes resistances: +12% fire / +10% temporal Changes resistances penetration: +20% blight / +45% physical Changes damage: +6% mind Physical save: +15 (+2 eff.) Teleport immunity: +45% Stamina each turn: +2.00 Psi when hit: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Psi per kill: +4.00 Mindpower: +15 (+2 eff.) Rings make your fingers look great! |
Tulyblek the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 56 Damage (Melee): 35 physical / 8 temporal Effects on ranged hit: * 20% chance to reduce all saves and defense by 56 Damage (Ranged): 34 physical Damage when hit (Melee): 18 blight / 18 lightning Changes stats: +10 Dex / +3 Mag / +2 Wil / +18 Cun / +6 Con Changes resistances: +3% temporal Changes damage: +6% blight Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Damage Shield penetration: +30% Talent on hit(spell): Invoke Darkness (5% chance level 1). It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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! |
gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +32% fire Changes damage: +16% fire Rings make your fingers look great! |
gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +10 Str / +7 Cun / +10 Con / +8 Lck Activating this item is instant. It can be used to activate talent Golden Rule (costing 26 power out of 30/30) : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
manafused voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 40 light Damage (Ranged): 32 light Damage when hit (Melee): 20 arcane / 20 cold Changes stats: +15 Mag Changes damage: +20% light Rings make your fingers look great! |
marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +8 Str / +9 Dex / +7 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 78% damage. Rings make your fingers look great! |
sneakthief&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Cun / +10 Dex Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
vile voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 6 blight / 9 lightning Changes stats: +6 Con Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring &039;Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 30% chance to reduce armor by 66% Damage (Melee): 24 light Changes stats: +10 Cun / +10 Dex Changes resistances: +6% acid / +6% temporal Changes resistances penetration: +5% lightning / +35% acid Changes damage: +15% lightning Blindness immunity: +45% Life regen: +19.00 Maximum life: +100.00 Infravision radius: +6 See stealth: +16 See invisible: +25 Healing mod.: +20% Rings make your fingers look great! |
voratun ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Armour: +8 Defense: +20 (+4 eff.) Damage (Melee): 8 mind Damage when hit (Melee): 19 blight / 6 physical / 6 mind / 19 lightning Changes stats: +21 Con Changes resistances: +15% blight / +6% cold / +15% mind Changes damage: +8% all Critical mult.: +10.00% Physical save: +20 (+2 eff.) Stamina each turn: +3.00 Spellpower: +20 (+3 eff.) Mindpower: +16 (+2 eff.) Rings make your fingers look great! |
voratun ring &039;Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Changes stats: +5 Str / +2 Mag / +2 Wil / +8 Con / +4 Lck Changes resistances: +9% arcane Changes damage: +9% physical Critical mult.: +20.00% Reduces incoming crit damage: 25.00% Spell save: +20 (+2 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +48% Life regen: +20.00 Maximum life: +83.00 Maximum stamina: +35.00 Healing mod.: +20% Rings make your fingers look great! |
voratun ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+1 eff.) Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 55 Damage when hit (Melee): 6 mind Changes stats: +7 Str / +10 Dex / +8 Mag / +8 Wil / +12 Cun / +10 Con Changes resistances: +6% acid Critical mult.: +20.00% Maximum psi: +50.00 Spellpower: +11 (+2 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +27% acid / +27% fire / +22% lightning / +30% cold Spell save: +16 (+2 eff.) Rings make your fingers look great! |
elm magestaff &039; (154% power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 155% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +50 (+6 eff.) Armour penetration: +6 Physical crit. chance: +15.0% Armour: +4 Armour Hardiness: +4% Damage (Melee): 52 fire Damage when hit (Melee): 12 light / 18 temporal Changes stats: +23 Str / +8 Con Changes resistances penetration: +30% light / +30% physical Changes damage: +10% lightning / +18% temporal / +73% light Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Size category: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent ash starstaff of greater warding (167% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 167% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +8 (+2 eff.) Maximum wards: +3 temporal Changes damage: +21% temporal Talents granted: +3 Ward +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Blizzardnight the dragonbone starstaff (176% power, 6 apr, light element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 27% chance to reduce all saves and defense by 56 Changes stats: +12 Con Changes resistances: +6% acid / +12% cold / +3% mind / +3% blight Changes resistances penetration: +5% cold Changes damage: +9% cold / +30% light / +15% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +4.00 Spellpower: +33 (+4 eff.) Spell crit. chance: +20% Healing mod.: +58% Staves designed for wielders of magic, by the greats of the art. |
Darkserpent (176% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 80% Str, 110% 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 stats: +20 Mag / +20 Wil / +19 Cun Changes resistances: +15% acid / +12% blight Changes resistances penetration: +15% darkness / +19% blight Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +21 Spellpower: +33 (+4 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
Growthnight (176% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 80% Str, 110% 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: Defense: +20 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 66% Damage (Melee): 16 acid Changes stats: +1 Str / +2 Dex Changes resistances: +15% darkness / +15% temporal Changes resistances penetration: +15% lightning Changes damage: +42% lightning / +9% nature Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +23 (+3 eff.) Spell crit. chance: +20% Light radius: +2 See invisible: +21 Damage Shield penetration: +30% Defense after a teleport: +19 Resist all after a teleport: +20% New effects duration reduction after a teleport: +25% Damage Shield Power: +20% Talent on hit(mindpower): Distortion Bolt (5% chance level 1). Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (176% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+5 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Shadeseam (176% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 80% Str, 110% 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: Accuracy: +10 (+1 eff.) Physical crit. chance: +4.0% Effects on melee hit: * 20% chance to reduce damage dealt by 44% Damage (Melee): 8 acid / 32 fire Changes stats: +1 Dex / +20 Mag / +21 Wil / +20 Cun Changes damage: +6% acid / +33% physical / +12% darkness / +3% arcane / +3% mind Talent granted: +1 Command Staff Critical mult.: +61.00% Spellpower on spell critical (stacks up to 3 times): +10 Hate per kill: +2.00 Only die when reaching: -20.00 life Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +20% See invisible: +18 Size category: +2 Staves designed for wielders of magic, by the greats of the art. |
Staff of the False Turtle God (208% power, 6 apr, physical element) Staff of the False Turtle God (208% power, 6 apr, physical element)Requires: - Constitution 60 Infused by nature 10.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 208% Range: 1.2x Uses stats: 180% Str, 110% Mag, 90% Con Damage type: Physical, Nature, and Cold Damage Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +25.0% Attack speed: 100% When wielded/worn: Physical power: +35 (+3 eff.) Changes stats: +20 Con Changes damage: +33% physical / +33% nature / +33% cold Physical save: +50 (+4 eff.) Spellpower: +35 (+4 eff.) Spell crit. chance: +25% Mindpower: +35 (+5 eff.) Mental crit. chance: +25% A staff, topped with the shell of a turtle. It is said it was once wielded by the god of all turtles. |
Telos&Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 181% Range: 1.2x Uses stats: 100% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% The top part of Telos& |
Telos&Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 181% Range: 1.2x Uses stats: 100% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% The top part of Telos& |
Telos&Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 181% Range: 1.2x Uses stats: 100% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% The top part of Telos&CRIMSON039;s Vault. |
dragonbone vilestaff (176% power, 6 apr, fire element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 80% Str, 110% 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 damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+2 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.frostbitten steel battleaxe of massacre (176% power, 2 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Frostburn, causing 455 Cold damage over 5 turns. When wielded/worn: Changes damage: +16% cold Mindpower: +12 (+2 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.twilight dwarven-steel battleaxe of exorcism (177% power, 2 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 178% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * On a Crit, strike your target with a blast of Light dealing 780 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 195 for the duration. Damage (Melee): +12 light Damage (radius 1) on hit: +12 darkness Damage against: +20% Undead When wielded/worn: Changes resistances penetration: +12% darkness Critical mult.: +27.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.caustic voratun battleaxe of erosion (200% power, 4 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 201% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +26 nature Damage (radius 2) on crit: +45 acid / +63 nature When wielded/worn: Armour penetration: +19 Changes resistances penetration: +34% acid / +34% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elemental voratun greatmaul (207% power, 4 apr) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 208% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 218 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +42% cold Changes damage: +30% cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.serrated stralite greatsword of extermination (190% power, 3 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 191% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Bleed, causing 574 Physical damage over 5 turns. On weapon crit: * Strike your target with a blast of Fire dealing 559 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage against: +24% Vermin / +21% Spiderkin When wielded/worn: Changes damage: +21% physical Critical mult.: +26.00% Mindpower: +19 (+3 eff.) Massive two-handed swords. |
Spellblade (194% power, 0 apr)Requires: - Magic 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 195% Range: 1.4x Uses stat: 160% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Wintertide (185% power, 10 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 185% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 499.78 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm&LASTANTIQUE_WHITE |
Wintertide (185% power, 10 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 185% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 499.78 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm&LASTANTIQUE_WHITE |
This item will automatically be transmogrified when you leave the level.enhanced dwarven-steel mace of sundering (174% power, 12 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 174% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Sunders the enemy&LASTYELLOWLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTANTIQUE_WHITE |
Airream the elm short magestaff (148% power, 2 apr, arcane element)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / short staff ; tier 1 Power: 149% Range: 1.1x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 33% chance to reduce armor by 66% Damage (Melee): +32 lightning When wielded/worn: Defense: +7 (+2 eff.) Damage (Melee): 40 lightning Changes stats: +9 Wil Changes resistances: +12% lightning Changes resistances penetration: +35% lightning / +25% acid Changes damage: +5% arcane Talent granted: +1 Command Staff Critical mult.: +25.00% Spell save: +15 (+2 eff.) Mental save: +21 (+2 eff.) Hate when firing a critical mind attack: +7.00 Maximum hate: +16.49 Spellpower: +1 (+1 eff.) Spell crit. chance: +1% Mindpower: +35 (+5 eff.) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 495.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (186% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / short staff ; tier 5 It is part of a set of items. It desires to be surrounded by undeath. Power: 186% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+5 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Sceptre of the Archlich (186% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / short staff ; tier 5 It is part of a set of items. It desires to be surrounded by undeath. Power: 186% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+5 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Sceptre of the Archlich (186% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / short staff ; tier 5 It is part of a set of items. It desires to be surrounded by undeath. Power: 186% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+5 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level.Sceptre of the Archlich (186% power, 12 apr, darkness element) Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / short staff ; tier 5 It is part of a set of items. It desires to be surrounded by undeath. Power: 186% Range: 1.2x Uses stats: 80% Str, 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+5 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level.blighted dragonbone short magestaff of wizardry (166% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / short staff ; tier 5 Power: 166% Range: 1.1x Uses stats: 80% Str, 110% 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 stats: +6 Mag / +6 Wil Changes damage: +20% fire Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum mana: +110.00 Maximum vim: +28.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel waraxe of venom (165% power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 165% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20%% chance of failure. Damage is based on Cunning. One-handed war axes. |
Zyndur the Demonwish (193% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 193% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +11 lightning / +27 cold When wielded/worn: Accuracy: +22 (+3 eff.) Armour penetration: +9 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 55 * 20% chance to reduce damage dealt by 44% Damage (Melee): 8 blight Changes resistances: +6% darkness Changes resistances penetration: +9% lightning / +15% physical / +26% cold Changes damage: +6% blight Movement speed: +50% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe (185% power, 6 apr) Requires: - Magic 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 186% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.stralite dagger of exorcism (175% power, 9 apr) Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 175% Range: 1.3x Uses stats: 80% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * On a Crit, strike your target with a blast of Light dealing 780 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 195 for the duration. Damage against: +17% Undead When wielded/worn: Critical mult.: +25.00% Sharp, short and deadly. |
Mandible of Ungolmor (186% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 186% Range: 1.3x Uses stats: 86% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
This item will automatically be transmogrified when you leave the level.wrathful mossy mindstar of balance (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 50% 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Equilibrium when hit: +0.90 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature& Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 50% 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: Changes resistances: +6% blight Changes damage: +7% nature Talent granted: +1 Attune Mindstar Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Disease immunity: +19% Equilibrium when hit: +1.70 Mindpower: +6 (+1 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. |
This item will automatically be transmogrified when you leave the level.Camorach (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 66% Damage (Melee): +12 acid When wielded/worn: Damage (Melee): 13 lightning Damage when hit (Melee): 8 temporal Changes stats: +7 Str / +9 Dex / +9 Mag / +7 Wil / +11 Cun / +7 Con Changes resistances: +40% lightning / +16% fire / +25% cold Changes resistances penetration: +20% lightning Changes damage: +15% lightning / +9% blight Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Maximum vim: +10.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +1% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Movement speed: +20% Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +60 Talent on hit(spell): Lightning (5% chance level 1). 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. |
Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 21 power out of 30/30) : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 104.23 mind damage, 278.84 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 9.66 mind and 25.85 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
This item will automatically be transmogrified when you leave the level.living mindstar of sand (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 50% 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: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 11 physical Changes resistances: +20% physical Changes resistances penetration: +18% physical Changes damage: +20% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Gleamtrail (181% power, 9 apr)Gleamtrail (181% power, 9 apr) Requires: - Magic 38 - Dexterity 38 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 5 Power: 182% Range: 1.3x Uses stats: 27% Cun, 95% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon crit: * wounds the target When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Defense: +12 (+3 eff.) Damage (Melee): 8 light / 4 mind Changes stats: +7 Dex Changes resistances: +3% nature / +3% acid Changes resistances penetration: +15% mind Critical mult.: +25.00% Spell save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Hate per kill: +6.00 Spell crit. chance: +10% Mindpower: +10 (+1 eff.) Mental crit. chance: +2% See invisible: +6 Talent on hit(mindpower): Flamespit (15% chance level 1). Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.sundering elm longbow of piercing Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Attack speed: 100% Firing range: +6 On weapon crit: * Sunder&039;s weapon for 5 turns. When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +11% all Longbows are used to shoot arrows at your foes. |
Poltergeist&ORANGERequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Slime Spit (20% chance level 4). When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +15 Changes stats: +25 Str / +28 Dex / +24 Mag / +26 Wil / +28 Cun / +26 Con / +3 Lck Changes resistances: +6% lightning / +6% blight / +12% arcane / +6% nature Changes resistances penetration: +23% all Changes damage: +6% mind Critical mult.: +6.00% Equilibrium when hit: +0.04 Psi per kill: +2.00 Mental crit. chance: +2% Infravision radius: +3 Longbows are used to shoot arrows at your foes. |
dragonbone longbow &039;Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Dimensional Anchor (15% chance level 5). Damage (Ranged): +46 lightning Damage (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +23 Ammo reloads per turn: +8 Changes stats: +11 Mag Changes resistances penetration: +17% physical / +15% temporal / +23% all Changes damage: +15% temporal / +9% arcane / +23% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Eremadur the RadiancelaceRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When this weapon hits: Dust to Dust (20% chance level 8). When this weapon hits: Arcane Strike (20% chance level 3). When this weapon hits: Rethread (10% chance level 5). Damage (Ranged): +8 fire Damage (radius 1) on hit: +12 light When wielded/worn: Effects on ranged hit: * 43% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): 24 light / 16 temporal Changes resistances: +10% physical / +21% nature / +21% darkness Reduce damage by fixed amount: +45 all Changes damage: +10% fire Reduces incoming crit damage: 20.00% Mental save: +18 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
cured leather sling &039; =30 DamRed=Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +28 temporal Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +35 temporal When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 18 temporal Changes stats: +4 Str Reduce damage by fixed amount: +30 all Changes damage: +21% temporal Spell save: +32 (+3 eff.) Mental save: +27 (+3 eff.) Knockback immunity: +35% Slings are used to hurl stones or metal shots at your foes. |
Funeral VeilRequires: - Magic 20 - Dexterity 20 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 15 darkness Changes resistances: +15% darkness / +15% cold Talent mastery: +0.20 Spell / Grave Spellpower: +15 (+2 eff.) See invisible: +9 It can be used to activate talent Chill of the Tomb (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: 7 Travel Speed: 400% of base Is: necromancy and a spell Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 1051.03 cold damage in a radius of 4. Necrotic minions caught in the blast do not take damage but are instead coated with a thin layer of ice, reducing all damage they take by 16 for 4 turns. The damage will increase with your Spellpower. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too. |
Funeral VeilRequires: - Magic 20 - Dexterity 20 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 15 darkness Changes resistances: +15% darkness / +15% cold Talent mastery: +0.20 Spell / Grave Spellpower: +15 (+2 eff.) See invisible: +9 It can be used to activate talent Chill of the Tomb (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: 7 Travel Speed: 400% of base Is: necromancy and a spell Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 1051.03 cold damage in a radius of 4. Necrotic minions caught in the blast do not take damage but are instead coated with a thin layer of ice, reducing all damage they take by 16 for 4 turns. The damage will increase with your Spellpower. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too. |
Funeral VeilRequires: - Magic 20 - Dexterity 20 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 15 darkness Changes resistances: +15% darkness / +15% cold Talent mastery: +0.20 Spell / Grave Spellpower: +15 (+2 eff.) See invisible: +9 It can be used to activate talent Chill of the Tomb (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: 7 Travel Speed: 400% of base Is: necromancy and a spell Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 1051.03 cold damage in a radius of 4. Necrotic minions caught in the blast do not take damage but are instead coated with a thin layer of ice, reducing all damage they take by 16 for 4 turns. The damage will increase with your Spellpower. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too. |
Funeral VeilRequires: - Magic 20 - Dexterity 20 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 15 darkness Changes resistances: +15% darkness / +15% cold Talent mastery: +0.20 Spell / Grave Spellpower: +15 (+2 eff.) See invisible: +9 It can be used to activate talent Chill of the Tomb (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: 7 Travel Speed: 400% of base Is: necromancy and a spell Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 1051.03 cold damage in a radius of 4. Necrotic minions caught in the blast do not take damage but are instead coated with a thin layer of ice, reducing all damage they take by 16 for 4 turns. The damage will increase with your Spellpower. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too. |
Nithan&Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 14 power out of 16/16) : Effective talent level: 4.0 Power cost: 14 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Nithan&Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 14 power out of 16/16) : Effective talent level: 4.0 Power cost: 14 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Nithan&Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 14 power out of 16/16) : Effective talent level: 4.0 Power cost: 14 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Nithan&Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 14 power out of 16/16) : Effective talent level: 4.0 Power cost: 14 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Ravenvice the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +24 fire / +54 nature / +32 darkness When wielded/worn: Armour: +22 Defense: +55 (+11 eff.) Damage (Ranged): 36 darkness Changes resistances: +42% lightning / +21% blight Changes resistances penetration: +62% darkness Changes damage: +42% darkness / +15% fire Reduces incoming crit damage: 37.23% Cut immunity: +50% Disarm immunity: +50% Only die when reaching: -198.55 life Slings are used to hurl stones or metal shots at your foes. |
Stormhacker the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 144% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Moonlight Ray (10% chance level 2). Damage (radius 2) on crit: +40 acid / +33 nature When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +30 Changes stats: +13 Str / +13 Dex / +13 Mag / +15 Wil / +12 Cun / +13 Con Changes resistances: +9% lightning Changes resistances penetration: +25% acid / +5% arcane / +25% nature / +15% all Mana each turn: +0.20 Mana when firing critical spell: +4.20 Spellpower on spell critical (stacks up to 3 times): +14 Maximum vim: +20.00 Spell crit. chance: +1% Slings are used to hurl stones or metal shots at your foes. |
Korirak the Coalsorrow (20/20, 189% power, 14 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 190% Range: 1.4x Uses stats: 42% Cun, 100% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +12.5% Capacity: 20 When this weapon hits: Shoot (35% chance level 4). Travel speed: +447% Lifesteal (this weapon only): +24% Damage (Ranged): +42 lightning / +45 physical Damage (radius 1) on hit: +32 darkness / +36 cold Damage (radius 2) on crit: +20 lightning / +20 physical When wielded/worn: Ammo reloads per turn: +9 Arrows are used with bows to pierce your foes to death. |
Rootstreak (24/24, 190% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 190% Range: 1.4x Uses stats: 42% Cun, 100% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +32 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 24 When this weapon hits: Distortion Bolt (60% chance level 7). When this weapon hits: Quick as Thought (25% chance level 6). When this weapon hits: Mental Shielding (35% chance level 4). Damage (Ranged): +28 light / +48 mind / +53 nature Damage (radius 1) on hit: +53 light / +24 nature Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows &039; (20/20, 190% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 190% Range: 1.4x Uses stats: 42% Cun, 100% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +9.5% Capacity: 20 When this weapon hits: Set Up (100% chance level 10). When this weapon hits: Perfect Strike (75% chance level 12). Travel speed: +472% Lifesteal (this weapon only): +24% Damage (Ranged): +36 cold When wielded/worn: Ammo reloads per turn: +9 Arrows are used with bows to pierce your foes to death. |
Wildquick (20/20, 169% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 170% Range: 1.2x Uses stats: 92% Cun, 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 When this weapon hits: Dust to Dust (45% chance level 8). When this weapon hits: Echoes From The Past (20% chance level 7). When this weapon hits: Rethread (20% chance level 2). When this weapon hits: Quick as Thought (10% chance level 3). Lifesteal (this weapon only): +15% Damage (radius 2) on crit: +20 arcane / +20 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of steel shots of torment (21/21, 167% power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 167% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% 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 401 physical damage Damage (Ranged): +19 physical Shots are used with slings to pummel your foes to death. |
Daimedin the Shimmertrial (24/24, 191% power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 191% Range: 1.2x Uses stats: 92% Cun, 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 Turns elapse between self-loadings: 6 When this weapon hits: Lightning (15% chance level 4). When this weapon hits: Curse of Defenselessness (5% chance level 1). On weapon hit: * 27% chance to reduce all saves and defense by 56 Damage (Ranged): +8 lightning / +21 mind / +8 arcane Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +8 lightning When wielded/worn: Talent mastery: +0.60 Chronomancy / Temporal Guardian Talent on hit(spell): Chain Lightning (5% chance level 2). Talent on hit(spell): Dust to Dust (5% chance level 1). Shots are used with slings to pummel your foes to death. |
Drops of Blood (0/0, 194% power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 195% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Hindering blight Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Drops of Blood (0/0, 194% power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 195% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Hindering blight Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Drops of Blood (0/0, 194% power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 195% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Hindering blight Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Drops of Blood (0/0, 194% power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 195% Range: 1.2x Uses stats: 50% Mag, 92% Cun Damage type: Hindering blight Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Fireidol (24/60, 212% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 212% Range: 1.2x Uses stats: 92% Cun, 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 60 When this weapon hits: Curse of Defenselessness (30% chance level 6). On weapon crit: * Wound the target dealing 643 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 fire Damage (radius 1) on hit: +32 fire / +24 mind / +32 cold When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Lorindil the Cracklewyrd (24/24, 197% power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 198% Range: 1.2x Uses stats: 92% Cun, 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 When this weapon hits: Mental Shielding (25% chance level 5). When this weapon hits: Ravage (20% chance level 9). When this weapon hits: Distortion Bolt (5% chance level 2). On weapon hit: * 39% chance to reduce all saves and defense by 56 Damage (Ranged): +39 lightning / +32 cold / +36 light Damage (radius 1) on hit: +39 light / +39 mind Damage (radius 2) on crit: +39 lightning / +15 cold Shots are used with slings to pummel your foes to death. |
Shivertreason the pouch of voratun shots (24/24, 210% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 210% Range: 1.2x Uses stats: 92% Cun, 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 24 When this weapon hits: Dust to Dust (70% chance level 21). When this weapon hits: Soul Rot (25% chance level 3). When this weapon hits: Bone Spear (50% chance level 13). On weapon crit: * Wound the target dealing 643 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 blight / +44 cold / +20 arcane Damage (radius 1) on hit: +24 temporal Damage (radius 2) on crit: +24 blight / +48 arcane Shots are used with slings to pummel your foes to death. |
pouch of voratun shots &039; (13/23, 209% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 209% Range: 1.2x Uses stats: 92% Cun, 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 23 When this weapon hits: Ravage (10% chance level 3). On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 401 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 643 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +32 lightning / +8 light Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +15 lightning / +4 mind / +12 acid When wielded/worn: Talent mastery: +0.10 Wild-gift / Harmony Shots are used with slings to pummel your foes to death. |
Mossy Shell Section (-80 def, 40 armour, 215% power, 310 block) Mossy Shell Section (-80 def, 40 armour, 215% power, 310 block)Requires: - Shield usage training - Willpower 35 - Strength 35 - Constitution 35 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 215% Range: 1.4x Uses stats: 70% Wil, 120% Mag, 70% Con Damage type: Nature Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +310 Damage (Melee): +40 nature / +40 acid When wielded/worn: Armour: +40 Defense: -80 (-20 eff.) Fatigue: +12% On shield block: * A large wave of slowing slime will fire out from the shield. Changes resistances: +35% acid / +45% nature Talent granted: +4 Block Maximum air capacity: +125.00 Special effect on block: A large wave of slowing slime will fire out from the shield. Slamming this thing into your opponent&039;t ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. |
This item will automatically be transmogrified when you leave the level.mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+2 eff.) Decaying mummy wrappings. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+2 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+2 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+2 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% acid / +15% physical / +15% fire / +16% cold / +11% all Changes damage: +17% acid / +17% physical / +17% fire / +17% cold Talent cooldown: Refit Golem (-5 turns) Mental save: +24 (+3 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emeth the elven-silk robe (radiant) (0 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +4 Changes stats: +12 Str / +31 Mag / +32 Wil / +1 Lck Changes resistances: +17% lightning / +25% light / +23% cold / +25% fire / +15% all Changes damage: +38% lightning / +31% physical / +37% cold Mana each turn: +0.38 Psi each turn: +0.20 Light radius: +6 Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe &039; (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage (Melee): 8 lightning / 12 temporal / 12 acid Changes stats: +6 Cun Changes resistances: +3% lightning / +15% all Changes resistances cap: +10% all Changes resistances penetration: +15% lightning / +15% all Changes damage: +15% acid / +12% temporal / +30% light / +30% darkness Spell save: +30 (+2 eff.) Spellpower: +13 (+2 eff.) Spell crit. chance: +16% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.resolute iron mail armour of Eyal (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Physical save: +13 (+2 eff.) Life regen: +3.00 Maximum life: +32.00 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.wyrmbane iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% lightning / +25% fire / +7% acid / +7% cold Reduced damage from: +7% Dragon A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.runecarved stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 20 arcane / 20 physical Damage when hit (Melee): 15 arcane / 13 physical Changes resistances: +26% arcane / +26% physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel plate armour of Eyal (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +16% nature / +16% blight Life regen: +7.00 Maximum life: +55.00 Healing mod.: +16% A suit of armour made of metal plates. |
Ancient Golem Suit (20 def, 30 armour)Requires: - Massive armour training - Strength 44 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Defense: +20 (+4 eff.) Fatigue: +20% Changes stats: +4 Str / +4 Mag / +4 Con Changes resistances: +20% physical Changes damage: +20% arcane Talent masteries: +0.20 Golem / Fighting +0.20 Golem / Arcane Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Maximum mana: +40.00 Maximum stamina: +40.00 Size category: +1 It can be used to activate talent Arcane Pull (costing 26 power out of 40/40) : Effective talent level: 4.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Your golem pulls all foes within radius 5 toward itself while dealing 220.78 arcane damage. Its either a disassembled golem or fancy suit of massive plate armour. Whatever it is, it& |
Ancient Golem Suit (20 def, 30 armour)Requires: - Massive armour training - Strength 44 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Defense: +20 (+4 eff.) Fatigue: +20% Changes stats: +4 Str / +4 Mag / +4 Con Changes resistances: +20% physical Changes damage: +20% arcane Talent masteries: +0.20 Golem / Fighting +0.20 Golem / Arcane Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Maximum mana: +40.00 Maximum stamina: +40.00 Size category: +1 It can be used to activate talent Arcane Pull (costing 26 power out of 40/40) : Effective talent level: 4.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Your golem pulls all foes within radius 5 toward itself while dealing 220.78 arcane damage. Its either a disassembled golem or fancy suit of massive plate armour. Whatever it is, it& |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+4 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 22 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+4 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 22 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Monolith Armour (40 def, 50 armour)Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+8 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+3 eff.) Spell save: +35 (+3 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+3 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This &039; seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
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. |
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. |
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. |
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. |
Dagimnir the Arcbiter =35 DamRed=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 40 acid / 28 physical Damage when hit (Melee): 20 mind / 18 lightning Changes resistances: +9% physical Reduce damage by fixed amount: +35 all Changes resistances penetration: +45% lightning / +64% physical Changes damage: +18% mind / +39% physical Physical save: +18 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +24 (+3 eff.) Stamina each turn: +6.00 Maximum life: +255.73 Spellpower: +8 (+1 eff.) A belt that goes around your waist. |
hardened leather belt &039;Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 43% chance to reduce damage dealt by 44% Damage (Melee): 32 acid / 87 light Damage when hit (Melee): 12 lightning Changes stats: +9 Mag / +8 Con Changes resistances: +18% darkness / +15% acid Changes damage: +27% lightning / +51% acid Reduces incoming crit damage: 32.45% Mental save: +10 (+1 eff.) Spellpower: +8 (+1 eff.) Light radius: +6 A belt that goes around your waist. |
CuthastirCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Effects on melee hit: * 29% chance to reduce strength, dexterity, and constitution by 55 Changes stats: +3 Wil Changes resistances: +7% arcane Changes resistances penetration: +30% arcane Changes damage: +21% mind / +6% all Spell save: +14 (+2 eff.) Mental save: +18 (+2 eff.) Teleport immunity: +29% Spellpower: +43 (+5 eff.) Mental crit. chance: +9% Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% Size category: +1 A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
MorningjamCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +13 (+3 eff.) Changes stats: +3 Mag / +4 Wil Changes resistances: +6% acid / +21% light Changes resistances penetration: +18% physical Changes damage: +6% cold / +3% light / +21% physical Critical mult.: +15.00% Physical save: +25 (+2 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.08 Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
Zedin the FrozenpainPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +23 Physical crit. chance: +7.0% Physical power: +74 (+6 eff.) Fatigue: -10% Damage (Melee): 28 arcane / 28 cold Damage when hit (Melee): 16 blight Changes stats: +36 Str / +7 Dex / +20 Con Changes resistances: +21% acid Maximum encumbrance: +44 A belt that goes around your waist. |
Zuboba the QuenchkarmaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Fatigue: -10% Changes stats: +13 Mag / +11 Wil Changes resistances: +15% fire Changes resistances penetration: +25% cold Changes damage: +12% cold Critical mult.: +15.00% Maximum encumbrance: +60 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
Cloak of Ten Thousand Leaves (9 def, 0 armour) Cloak of Ten Thousand Leaves (9 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances: +19% darkness Changes damage: +14% darkness / +14% nature Damage affinity(heal): +12% nature Talent masteries: +0.30 Cunning / Survival +0.30 Cursed / Darkness Each step you take heals you for 3.4% of your max life. It can be used to Cloak yourself in the leaves of your cloak to enter stealth for 5 turns Activation costs 26 power out of 50/50. This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 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. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 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. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 2931.56 cold damage and condensing the air into freezing vapors that deal 977.19 cold damage (based on Magic) each turn for 10 turns Activation costs 26 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 2931.56 cold damage and condensing the air into freezing vapors that deal 977.19 cold damage (based on Magic) each turn for 10 turns Activation costs 26 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 2931.56 cold damage and condensing the air into freezing vapors that deal 977.19 cold damage (based on Magic) each turn for 10 turns Activation costs 26 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 2931.56 cold damage and condensing the air into freezing vapors that deal 977.19 cold damage (based on Magic) each turn for 10 turns Activation costs 26 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Pusreign the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage (Melee): 38 manaburn arcane / 36 fire burn Damage (Ranged): 37 manaburn arcane / 40 fire burn Changes stats: +10 Str / +6 Dex / +6 Con Changes resistances penetration: +9% all Changes damage: +30% fire burn / +30% manaburn arcane Talent mastery: +0.50 Technique / Combat training Spell save: +11 (+2 eff.) Stamina each turn: +1.50 Movement speed: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak&Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 43 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Ureslak&Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 43 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Ureslak&Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 43 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Pawnch&Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. |
Pawnch&Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. |
Pawnch&Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +16.00 Maximum air capacity: +50.00 Healing mod.: +27% 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. |
This item will automatically be transmogrified when you leave the level.fleetfooted pair of rough leather boots of repreive (4 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Fatigue: -5% Changes stats: +4 Dex Stamina each turn: +2.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 51 cooldown : Effective talent level: 3.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 465 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
Boltdeath the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage (Melee): 12 mind Changes stats: +11 Dex / +10 Cun / +6 Con / +15 Lck Changes resistances: +8% arcane / +9% mind Changes resistances penetration: +15% lightning Changes damage: +45% lightning / +12% mind Stealth bonus: +15 Physical save: +24 (+2 eff.) Mental save: +20 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Isann the Torchbreaker (0 def, 1 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Armour: +1 Changes stats: +3 Str / +3 Con Changes resistances: +3% lightning Changes resistances penetration: +20% fire Changes damage: +6% fire It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. This item has been sent to the Item& |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 847 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
steady rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Physical save: +5 (+1 eff.) Mental save: +5 (+0 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Power: 153% Range: 1.1x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle&Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 160% Range: 1.1x Uses stats: 70% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Storm Bringer&Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 169% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Storm Bringer&Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 169% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Corruptionmight (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 nature Changes stats: +6 Str Changes resistances: +21% nature Changes resistances penetration: +25% lightning / +25% blight / +35% all Changes damage: +15% arcane Life regen: +11.00 Stamina each turn: +1.70 Mana each turn: +0.24 Maximum stamina: +40.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +12% Light radius: +5 See invisible: +21 Defense after a teleport: +35 Resist all after a teleport: +35% New effects duration reduction after a teleport: +35% When used to modify unarmed attacks: Power: 175% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Talent on hit(mindpower): Ravage (25% chance level 2). Talent on hit(mindpower): Flamespit (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 185% Range: 1.4x Uses stats: 60% Mag, 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 300.23 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 185% Range: 1.4x Uses stats: 60% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 300.23 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 185% Range: 1.4x Uses stats: 60% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 300.23 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 184% Range: 1.4x Uses stats: 60% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 22 power out of 25/25) : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul& |
cashmere wizard hat &039; (2 def, 0 armour) =30 ShldPen=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 56 Damage when hit (Melee): 2 arcane Changes stats: +1 Wil / +1 Mag Changes damage: +5% darkness / +6% temporal / +5% light / +8% physical Talent granted: +1 Arcanist Psi each turn: +0.11 Mindpower: +3 (+0 eff.) Mental crit. chance: +4% Damage Shield penetration: +30% Arcanist: Passive - Increase Spellcrit by 2% per each enemy you can see in a radius of 2. A pointy cloth hat, very wizardly... |
Nerildabeth the elven-silk wizard hat (33 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +33 (+7 eff.) Changes stats: +7 Cun / +13 Wil Changes resistances: +20% blight / +6% acid / +6% lightning Changes damage: +20% blight Blindness immunity: +30% Poison immunity: +30% Disease immunity: +20% Cut immunity: +40% Mana each turn: +3.00 Mana when hit: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +60.00 Maximum mana: +110.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +7% Mindpower: +6 (+1 eff.) Damage Shield penetration: +70% It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk wizard hat of balance (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Mana each turn: +0.40 Equilibrium when hit: +3.00 Psi when hit: +2.50 Hate when hit: +2.40 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% A pointy cloth hat, very wizardly... |
Branyrak the Sleetsun (1 def, 0 armour) =35 DamRed=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Defense: +1 (+0 eff.) Damage (Melee): 28 cold Changes stats: +5 Cun / +4 Str Changes resistances: +16% lightning / +7% temporal / +12% darkness Reduce damage by fixed amount: +35 all Physical save: +12 (+2 eff.) Pinning immunity: +34% Psi per kill: +8.00 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 160.38 to 481.15 lightning damage (320.77 average). The damage will increase with your Mindpower. This hat& |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 160.38 to 481.15 lightning damage (320.77 average). The damage will increase with your Mindpower. This hat& |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 160.38 to 481.15 lightning damage (320.77 average). The damage will increase with your Mindpower. This hat& |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 160.38 to 481.15 lightning damage (320.77 average). The damage will increase with your Mindpower. This hat& |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+1 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
This item will automatically be transmogrified when you leave the level.hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Dex A cap made of leather. |
Bleakripper (0 def, 5 armour) =39 ShldPen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 55 Changes stats: +5 Mag Stealth bonus: +50 Physical save: +25 (+2 eff.) Silence immunity: +26% Mana when firing critical spell: +2.59 Maximum mana: +100.00 Spellpower: +35 (+4 eff.) Spell crit. chance: +6% Damage Shield penetration: +39% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stabilizing drakeskin leather cap of ire (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Con Physical save: +31 (+2 eff.) Mental save: +15 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
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&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+1 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Duskparry (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 47% chance to gain 10% of a turn (3/turn limit) * 47% chance to reduce damage dealt by 44% Damage (Melee): 28 temporal / 24 fire Damage when hit (Melee): 10 temporal Changes stats: +10 Dex Changes resistances: +36% fire / +25% darkness / +35% mind Changes resistances penetration: +40% fire / +25% temporal / +40% cold Changes damage: +45% darkness / +33% fire Stealth bonus: +70 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayeldalaith the voratun helm (10 def, 5 armour) =18% AllResPen=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +10 Str / +13 Dex / +4 Mag / +4 Wil / +9 Cun Changes resistances: +3% acid Changes resistances penetration: +18% all Changes damage: +1% all Mental save: +3 (+0 eff.) Knockback immunity: +10% Only die when reaching: -20.00 life Mindpower: +6 (+1 eff.) Infravision radius: +1 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
This item will automatically be transmogrified when you leave the level.warlord& Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +11 Wil / +5 Cun Changes resistances: +15% physical Physical save: +15 (+2 eff.) Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ashbraze AshbrazeRequires: - Magic 10 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 20 fire / 20 arcane / 24 cold Changes resistances: +15% lightning / +27% fire / +12% arcane / +38% blight Reduce damage by fixed amount: +1 all Maximum wards: +2 arcane Changes resistances penetration: +48% lightning / +45% fire / +48% cold / +30% blight Changes damage: +48% arcane / +15% cold Talent granted: +2 Ward Slows Projectiles: +10% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. ziguranth sandstone wardstone of nature wardingziguranth sandstone wardstone of nature warding Requires: - Magic 10 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% nature Reduce damage by fixed amount: +1 all Maximum wards: +2 nature Changes damage: +12% nature Talent granted: +2 Ward Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Slows Projectiles: +10% Handheld warding devices |
Eremomayon the Icefear =-25% vs horror= Eremomayon the Icefear =-25% vs horror=Requires: - Magic 30 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +4 Wil / +5 Con Changes resistances: +47% acid / +15% physical / +24% light / +35% mind / +36% cold / +9% arcane / +27% darkness Reduce damage by fixed amount: +5 all Maximum wards: +8 acid / +3 physical / +5 light / +3 cold / +5 mind / +5 darkness Reduced damage from: +25% Aquatic / +25% Horror Talent granted: +10 Ward Critical mult.: +20.00% Life regen: +10.00 Hate when firing a critical mind attack: +3.00 Psi per kill: +8.00 Maximum life: +100.00 Mental crit. chance: +5% Slows Projectiles: +30% Handheld warding devices |
Oozeward OozewardRequires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% acid / +30% arcane / +30% nature Reduce damage by fixed amount: +5 all Maximum wards: +5 acid / +5 arcane / +5 nature Reduced damage from: +30% Ooze / +30% Jelly Talent granted: +5 Ward Mental save: +30 (+3 eff.) Slows Projectiles: +30% Evidently crafted by an Archmage wanting the best protection possible against Oozemancers. |
Oozeward OozewardRequires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% acid / +30% arcane / +30% nature Reduce damage by fixed amount: +5 all Maximum wards: +5 acid / +5 arcane / +5 nature Reduced damage from: +30% Ooze / +30% Jelly Talent granted: +5 Ward Mental save: +30 (+3 eff.) Slows Projectiles: +30% Evidently crafted by an Archmage wanting the best protection possible against Oozemancers. |
Oozeward OozewardRequires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% acid / +30% arcane / +30% nature Reduce damage by fixed amount: +5 all Maximum wards: +5 acid / +5 arcane / +5 nature Reduced damage from: +30% Ooze / +30% Jelly Talent granted: +5 Ward Mental save: +30 (+3 eff.) Slows Projectiles: +30% Evidently crafted by an Archmage wanting the best protection possible against Oozemancers. |
The Shattered Shield The Shattered ShieldRequires: - Magic 30 Powered by unknown forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +10 (+2 eff.) Changes resistances: +30% blight / +30% temporal / +30% light / +30% darkness Reduce damage by fixed amount: +5 all Maximum wards: +5 blight / +5 temporal / +5 light / +5 darkness Talent masteries: +0.20 Spell / Aegis +0.20 Psionic / Absorption +0.20 Spell / Force Talent cooldown: Forcefield (-20 turns) Talent granted: +5 Ward Mental save: +30 (+3 eff.) Damage Shield Duration: +1 Damage Shield Power: +30% Slows Projectiles: +30% This strange wardstone looks like it was part of something bigger. You can& |
The Shattered Shield The Shattered ShieldRequires: - Magic 30 Powered by unknown forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +10 (+2 eff.) Changes resistances: +30% blight / +30% temporal / +30% light / +30% darkness Reduce damage by fixed amount: +5 all Maximum wards: +5 blight / +5 temporal / +5 light / +5 darkness Talent masteries: +0.20 Spell / Aegis +0.20 Psionic / Absorption +0.20 Spell / Force Talent cooldown: Forcefield (-20 turns) Talent granted: +5 Ward Mental save: +30 (+3 eff.) Damage Shield Duration: +1 Damage Shield Power: +30% Slows Projectiles: +30% This strange wardstone looks like it was part of something bigger. You can& |
The Shattered Shield The Shattered ShieldRequires: - Magic 30 Powered by unknown forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +10 (+2 eff.) Changes resistances: +30% blight / +30% temporal / +30% light / +30% darkness Reduce damage by fixed amount: +5 all Maximum wards: +5 blight / +5 temporal / +5 light / +5 darkness Talent masteries: +0.20 Spell / Aegis +0.20 Psionic / Absorption +0.20 Spell / Force Talent cooldown: Forcefield (-20 turns) Talent granted: +5 Ward Mental save: +30 (+3 eff.) Damage Shield Duration: +1 Damage Shield Power: +30% Slows Projectiles: +30% This strange wardstone looks like it was part of something bigger. You can& |
38 nuummite 38 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
44 agate0.00 Encumbrance. Type: gem / blue ; 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
42 verdite 42 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+2 eff.) Changes damage: +2% all When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
43 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
31 tiny geode 31 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
42 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
40 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
44 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
34 hematite 34 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
46 aquamarine0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
42 malachite 42 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+3 eff.) Changes damage: +4% all When used as an alchemist bomb: Additional 20 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
43 carnelian 43 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
45 small geode 45 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
53 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
30 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
28 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 20 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
31 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
38 lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
40 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+4 eff.) Changes damage: +6% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
30 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
37 geode 37 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
28 sugilite 28 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
26 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 tiger& 30 tiger&0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used as an alchemist bomb: Additional 30 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
36 obsidian 36 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
23 sapphire0.00 Encumbrance. Type: gem / blue ; 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+5 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+5 eff.) Changes damage: +8% all When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
29 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 large geode 23 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
29 kunzite 29 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
36 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used as an alchemist bomb: Additional 40 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 black pearl 17 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
19 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Changes damage: +10% all When used to imbue an object: Defense: +30 (+6 eff.) Changes damage: +10% all When used as an alchemist bomb: Additional 50 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
22 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 enormous geode 21 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
15 tanzanite 15 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
22 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used to imbue an object: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used as an alchemist bomb: Additional 50 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened 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 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
4 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
291 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Vorigavea the FlamenighCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +66 (+8 eff.) Physical power: +66 (+5 eff.) Damage when hit (Melee): 22 blight Changes stats: +5 Str / +6 Dex / +6 Wil Changes resistances: +57% fire Spell save: +18 (+2 eff.) Mana each turn: +0.24 Mana when firing critical spell: +4.43 Only die when reaching: -80.00 life Spellpower: +60 (+7 eff.) Light radius: +6 Damage Shield penetration: +60% 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. |
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&LASTANTIQUE_WHITE |
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&LASTANTIQUE_WHITE |
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&LASTANTIQUE_WHITE |
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&LASTANTIQUE_WHITE |
IssidirPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 47% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 24 mind / 24 blight Changes stats: +8 Wil / +6 Con Changes resistances penetration: +59% arcane Changes damage: +24% blight Damage affinity(heal): +11% fire / +11% temporal Mana each turn: +0.52 Vim when firing critical spell: +4.74 Spellpower on spell critical (stacks up to 3 times): +16 Psi per kill: +16.00 Spellpower: +71 (+8 eff.) Mental crit. chance: +6% Light radius: +4 Damage Shield penetration: +71% A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 653.94 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Urthukhad the SkyhuntCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% mind / +24% lightning Changes resistances penetration: +20% mind Changes damage: +9% light / +15% fire Talent masteries: +0.20 Psionic / Charged mastery +0.40 Corruption / Black-magic Light radius: +12 See invisible: +21 A normal brass lantern, enhanced by alchemy to make it brighter. |
GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
This item will automatically be transmogrified when you leave the level.Cut Drem Arm Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+2 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Branyfang (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour Hardiness: +20% Changes stats: +2 Cun / +8 Str Changes resistances: +12% temporal / +6% mind / +12% nature Reduce damage by fixed amount: +15 all Changes resistances penetration: +9% all Spell save: +9 (+1 eff.) Poison immunity: +20% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Obsidianwither the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 27% chance to reduce damage dealt by 44% Changes stats: +2 Str / +4 Dex / +18 Cun Changes resistances: +12% darkness / +12% temporal Changes damage: +30% darkness / +12% mind Psi per kill: +8.00 Maximum psi: +60.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emerin the voratun pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 56 Changes stats: +3 Str Changes resistances: +5% physical / +12% fire Psi when firing a critical mind attack: +3.00 Hate per kill: +18.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 5.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak& |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 5.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak& |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 5.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak& |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 5.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak& |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb =save=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest =save=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 437% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) =save=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 172 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. |
This item will automatically be transmogrified when you leave the level.Zubymina the Radiancebringer [power 115] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +13 Dex Changes resistances: +7% physical / +7% all Disarm immunity: +51% Teleport immunity: +51% Life regen: +10.20 Psi when firing a critical mind attack: +6.00 Hate per kill: +34.00 Only die when reaching: -203.96 life Maximum psi: +127.48 Mindpower: +65 (+9 eff.) Mental crit. chance: +6% Light radius: +7 Infravision radius: +8 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 194 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 46. Torques are made by powerful psionics to store psionic powers. |
Scabslice [power 235] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +40 (+5 eff.) Armour penetration: +26 Armour: +16 Damage (Melee): 44 physical Changes stats: +7 Str / +17 Wil Changes resistances: +30% acid / +21% cold Changes resistances penetration: +40% nature / +40% physical Changes damage: +30% physical Critical mult.: +40.00% Stamina each turn: +7.42 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 397 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Hethel the Tempestquench [power 370] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage (Melee): 36 acid Changes stats: +10 Str / +10 Dex / +18 Mag / +7 Cun / +9 Lck Changes resistances: +21% acid Changes resistances penetration: +40% lightning Hate when firing a critical mind attack: +9.00 Mindpower: +50 (+7 eff.) Infravision radius: +7 It can be used to blast the opponent&LASTORCHIDLASTANTIQUE_WHITE |
Mayowen the Tidebraid [power 370] (13 cooldown) =30 DamRed=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 36% chance to slow global speed by 87% Damage (Melee): 28 cold Damage when hit (Melee): 14 acid / 10 cold Changes resistances: +9% lightning / +12% cold / +9% arcane / +15% blight Reduce damage by fixed amount: +30 all Poison immunity: +36% Maximum life: +80.00 Defense after a teleport: +27 Resist all after a teleport: +27% New effects duration reduction after a teleport: +27% It can be used to blast the opponent&LASTANTIQUE_WHITE |
Rhubers [power 212] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Str / +1 Mag Changes resistances: +3% acid Changes resistances penetration: +5% acid See invisible: +3 Movement speed: +20% It can be used to sting an enemy dealing 363 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Belith the Hellsgrit [power 560] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +10 Mag / +3 Wil Changes resistances: +9% blight Changes resistances penetration: +25% fire Mana each turn: +0.12 Talent on hit(spell): Manathrust (5% chance level 1). It can be used to sting an enemy dealing 958 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Reduce 3 talent cooldowns by 2. * Reduce fatigue by 55% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of healing [power 818] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 818 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
Chromatic WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 arcane / +1 mind Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 17 power out of 24/24) : Effective talent level: 2.0 Power cost: 17 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 406.97 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic) Activation costs 17 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic) Activation costs 17 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
Moldreign [power 15] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +4 Str / +3 Mag / +3 Wil / +2 Con / +2 Lck Changes resistances: +12% mind Changes damage: +15% nature / +21% mind Reduces incoming crit damage: 10.00% It can be used to reveal the area around you, dispelling darkness (radius 15, power 161 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 37% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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: "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: "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: "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 Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
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. |
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. |
Item Vault (Portable) =save= Item Vault (Portable) =save=Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
WINNER!
The High Guardian lies defeated before you, the power of the Iron Gate broken alongside her and you are finally free.
This is a fact the histories will agree on, but apart from that, the stories diverge wildly.
Some say you sought out the trail left behind by Ralkur and Branzir, or the Eleven that Ralkur abandoned.
Others say you fled this place, steadily approaching the surface.
Sometimes, adventurers glimpse a searing figure, shining with Light, in deep and forgotten places.
This seems to lend credibility towards the latter, but who really knows?
You may continue playing and enjoy the rest of the world.
Achievements
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By NotSoDark the Lich Adventurer level 164
10th Decay 122nd year of Ascendancy at 22:37 see stats
Ay ay captain! (Exploration mode)
Turn into a pirate!By NotSoDark the Lich Adventurer level 207
77th Regrowth 123rd year of Ascendancy at 01:44 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By NotSoDark the Outlander Adventurer level 42
27th Dusk 122nd year of Ascendancy at 20:46 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By NotSoDark the Lich Adventurer level 199
56th Regrowth 123rd year of Ascendancy at 04:40 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By NotSoDark the Lich Adventurer level 67
41st Dusk 122nd year of Ascendancy at 22:13 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By NotSoDark the Outlander Adventurer level 28
14th Dusk 122nd year of Ascendancy at 12:25 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By NotSoDark the Outlander Adventurer level 36
26th Dusk 122nd year of Ascendancy at 00:01 see stats
Gaze upon Eternity (Exploration mode)
Destroyed the Gaze of Eternity.By NotSoDark the Outlander Adventurer level 36
26th Dusk 122nd year of Ascendancy at 06:51 see stats
Infinite x100 (Exploration mode)
Got to level 100 of the infinite dungeon.By NotSoDark the Lich Adventurer level 101
70th Dusk 122nd year of Ascendancy at 08:24 see stats
Infinite x150 (Exploration mode)
Got to level 150 of the infinite dungeon.By NotSoDark the Lich Adventurer level 156
77th Haze 122nd year of Ascendancy at 17:53 see stats
Infinite x200 (Exploration mode)
Got to level 200 of the infinite dungeon.By NotSoDark the Lich Adventurer level 195
47th Regrowth 123rd year of Ascendancy at 13:47 see stats
Infinite x300 (Exploration mode)
Got to level 300 of the infinite dungeon.By NotSoDark the Lich Adventurer level 279
28th Haze 123rd year of Ascendancy at 09:29 see stats
Infinite x80 (Exploration mode)
Got to level 80 of the infinite dungeon.By NotSoDark the Lich Adventurer level 63
40th Dusk 122nd year of Ascendancy at 15:53 see stats
Infinite x90 (Exploration mode)
Got to level 90 of the infinite dungeon.By NotSoDark the Lich Adventurer level 86
55th Dusk 122nd year of Ascendancy at 08:45 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By NotSoDark the Lich Adventurer level 147
59th Haze 122nd year of Ascendancy at 17:56 see stats
Level 10 (Exploration mode)
Got a character to level 10.By NotSoDark the Outlander Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 00:20 see stats
Level 20 (Exploration mode)
Got a character to level 20.By NotSoDark the Outlander Adventurer level 20
10th Flare 122nd year of Ascendancy at 17:23 see stats
Level 30 (Exploration mode)
Got a character to level 30.By NotSoDark the Outlander Adventurer level 30
16th Dusk 122nd year of Ascendancy at 08:43 see stats
Level 40 (Exploration mode)
Got a character to level 40.By NotSoDark the Outlander Adventurer level 40
26th Dusk 122nd year of Ascendancy at 06:51 see stats
Level 50 (Exploration mode)
Got a character to level 50.By NotSoDark the Lich Adventurer level 50
30th Dusk 122nd year of Ascendancy at 10:35 see stats
Lichform (Exploration mode)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By NotSoDark the Lich Adventurer level 44
28th Dusk 122nd year of Ascendancy at 06:09 see stats
Made Whole (Exploration mode)
You survived the ambush in Old Mythrescar and became whole again.By NotSoDark the Outlander Adventurer level 33
18th Dusk 122nd year of Ascendancy at 20:26 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By NotSoDark the Lich Adventurer level 109
2nd Haze 122nd year of Ascendancy at 07:38 see stats
Pest Control (Exploration mode)
Killed 1000 reproducing vermin.By NotSoDark the Lich Adventurer level 134
36th Haze 122nd year of Ascendancy at 02:17 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By NotSoDark the Lich Adventurer level 45
29th Dusk 122nd year of Ascendancy at 13:54 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By NotSoDark the Outlander Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 00:20 see stats
The Old Ones (Exploration mode)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy&039;Feijan and Walrog.By NotSoDark the Lich Adventurer level 98
67th Dusk 122nd year of Ascendancy at 16:03 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By NotSoDark the Lich Adventurer level 77
47th Dusk 122nd year of Ascendancy at 18:58 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By NotSoDark the Outlander Adventurer level 44
28th Dusk 122nd year of Ascendancy at 04:52 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By NotSoDark the Outlander Adventurer level 18
7th Flare 122nd year of Ascendancy at 19:05 see stats
When Iron Breaks (Exploration mode)
Defeated High Guardian Obosin and shattered the Iron Gate, gaining your freedom.By NotSoDark the Lich Adventurer level 46
30th Dusk 122nd year of Ascendancy at 10:35 see stats
Log
NotSoDark roars triumphantly.
NotSoDark casts Poison Beam.
NotSoDark&
NotSoDark prepares for the next kill!
NotSoDark hits Cutpurse for 13360 fire damage.
Blood Splash hits NotSoDark for 115 healing, 115 healing (0 total damage) [230 healing].
NotSoDark killed Cutpurse!
NotSoDark slows down.
NotSoDark&LASTLASTLASTLASTLASTLASTLAST039;Eyal.
The time is 00:00.
Ran for 2 turns (stop reason: interesting terrain).
There is a next level here (press &039; or right click to use).
Ran for 55 turns (stop reason: at exit).
There is a way to the next level here (press &039; or right click to use).
Ran for 211 turns (stop reason: at exit).
There is a way to the next level here (press &039; or right click to use).
There is a next level here (press &039; or right click to use).
Ran for 211 turns (stop reason: at exit).
The raging fire around NotSoDark calms down and disappears.












































































































































































































































