










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logical Alchemists 1.3.3Makes alchemists focus on creating elixirs that you are not currently helping them with. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 19 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Islaramina the sandworm at level 19 on the 1st Loss 123rd year of Ascendancy at 22:29 / 1 |
Primary Stats
| Strength | 68 (base 47) |
| Dexterity | 13 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 46 (base 36) |
| Willpower | 26 (base 13) |
| Cunning | 15 (base 10) |
Resources
| Life | -70/608 |
| Mana | 368/368 |
| Equilibrium | 33 |
| Healing Factor | 1.5661497326202 |
| Regeneration | 109.30158983956 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 35 |
| Crit Chance | 7% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Lightning | +10% |
| Light | +10% |
| Physical | +12% |
| Darkness | +6% |
| Arcane | +6% |
| Cold | +11% |
| All | +0% |
Offense: Damage Penetration
| Physical | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 52.413408721348 (86.666666666667%) |
| Defense | 0 |
| Ranged Defense | 12 |
| Fatigue | 52 |
| Physical Save | 34 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Acid | 26%( 70%) |
| Blight | 20%( 70%) |
| Physical | 2%( 70%) |
| Cold | 42%( 70%) |
| All | 0%( 70%) |
| Lightning | 18%( 70%) |
| Light | 30%( 70%) |
| Arcane | 8%( 70%) |
| Nature | 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Bleed Resistance | 5% |
| Confusion Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 311% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shards |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Frozen |
| beneficial effect | A flow of life spins around the target, regenerating 67.64 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed orc heart. The Brotherhood of Alchemists* &039;t do. You&039;re rare in Maj&039; * &039; Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; * &039;re creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.&WHITELIGHT_GREEN039;ve found the needed electric eel tail. * You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm& | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Relgegrim (0 def, 3 armour) (On feet)]Relgegrim (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes stats: +1(-) Wil Changes damage: +6%(-) arcane Physical save: +6 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +5 (+2 eff.) (-) Spellpower on spell critical (stacks up to 3 times): +8 (-) Maximum mana: +80.00 (-) Spellpower: +8 (+4 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (78 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Blindwilter (1 def, 2 armour) (On head)]Blindwilter (1 def, 2 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Damage when hit (Melee): 4(-) darkness Changes stats: +2(-) Str / +2(-) Con Changes resistances: +15%(-) lightning Changes damage: +10%(-) lightning / +12%(-) physical Physical save: +3 (+1 eff.) (-) A pointy cloth hat, very wizardly... |
| On hands | [vs. brawler&LASTbrawler& Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Damage (Melee): 10(-) arcane Changes stats: +3(-) Str / +2(-) Dex / +5(-) Mag / +5(-) Wil / +2(-) Cun Changes resistances: +3%(-) arcane Talents cooldown: Double Strike (-1(-) turn) Physical save: +7 (+3 eff.) (-) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]Betusewen the Scumtorrent (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Changes stats: +1(-) Str / +5(-) Wil / +2(-) Cun Equilibrium when hit: +0.16 (-) Mental crit. chance: +2% (-) Infravision radius: +3 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. Scorchwire (On fingers, 1 of 2)]Scorchwire Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 0(-11) item mind gloom / 7(-) bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 0(-10) item mind gloom / 6(-) bleed Damage when hit (Melee): 8(-) fire Changes stats: +1(-) Cun Changes resistances: +22%(-) cold / +20%(-) nature / +5%(-) arcane Changes resistances penetration: +10%(-) arcane Changes damage: +10%(-) nature / +11%(-) cold Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +6.00 (-) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Scorchwire (On fingers, 1 of 2)]steel ring &039; Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Armour: +8 Defense: +8 (+0 eff.) Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +4 Str / +0(-1) Cun / +2 Con Changes resistances: +3% lightning / +1% physical / +0%(-22%) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-10%) nature / +0%(-11%) cold Physical save: +4 (+2 eff.) Cut immunity: +5% Confusion immunity: +15% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 70% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. restful copper amulet of magic (+3) (Around neck)]restful copper amulet of magic (+3) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Mag Life regen: +0.90 (-) Amulets can have magical properties. |
| In main hand | [vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% (-) Block value: +320 (-) When wielded/worn: Armour: +18 (-) Armour Hardiness: +20% (-) Defense: +20 (+0 eff.) (-) Ranged Defense: +10 (+10 eff.) (-) Fatigue: +30% (-) Talents granted: +4.00(-) Block This shield made of the darkest stralite is huge, heavy and very solid. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]reinforced voratun shield of acid resistance (+26%) (12 def, 7 armour, 68.5-82.2 power, 257 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2(+20.5 - +24.6) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% (+0.5%) Block value: +257 (-63) When wielded/worn: Armour: +7 (-11) Armour Hardiness: +0% (-20%) Defense: +12 (+0 eff.) (-8 (+0 eff.)) Ranged Defense: +12 (+12 eff.) (+2 (+2 eff.)) Fatigue: +14% (-16%) Changes resistances: +26% acid Talents granted: +5(+1) Block Handheld deflection devices. Tap to cycle through comparison choices |
| Cloak | [vs. Shadedash the linen cloak (1 def, 0 armour) (Cloak)]Shadedash the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Physical power: +2 (+0 eff.) (-) Defense: +1 (+0 eff.) (-) Fatigue: -3% (-) Changes stats: +5(-) Str Changes resistances: +1%(-) physical Changes resistances penetration: +5%(-) physical Changes damage: +6%(-) darkness Only die when reaching: -60.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. fortifying steel mail armour of Eyal (2 def, 6 armour) (Main armor)]fortifying steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+0 eff.) (-) Fatigue: +14% (-) Changes stats: +3(-) Str / +2(-) Con Life regen: +1.00 (-) Maximum life: +74.00 (-) Healing mod.: +11% (-) A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 130)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 130 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Movement [movement infusion (311% speed; 4 turns)] (on body)]movement infusion (513% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 513%(+202%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7(+3) turns. 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 ability. |
sun infusion of the warrior (rad 5; power 54; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 54) for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild [wild infusion of the sneak (resist 28%; cure mental, physical)] (on body)]This item will automatically be transmogrified when you leave the level. wild infusion (resist 19%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or -physical effect and reduce all damage taken by 19%(-8%) for 4(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild [wild infusion of the sneak (resist 28%; cure mental, physical)] (on body)]wild infusion of the sneak (resist 14%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random -mental or physical effect and reduce all damage taken by 14%(-14%) for 5(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Wild [wild infusion of the sneak (resist 28%; cure mental, physical)] (on body)]wild infusion of the titan (resist 12%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical, physical or -mental effect and reduce all damage taken by 12%(-16%) for 7(+2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Cunning, +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 ability. |
[vs. Rune: Phase Door [phase door rune (range 5; power 15; dur 3)] (on body)]phase door rune (range 10; power 15; dur 5) 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: melee/personal Cooldown: 7(-2) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10(+5). Afterwards you stay out of phase for 5(+2) turns. In this state all new negative status effects duration is reduced by 15%(-%), your defense is increased by 15(-) and all your resistances by 15%(-%). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the warrior (range 92) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. restful copper amulet of magic (+3) (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-3) Mag Life regen: +0.00 (-0.90) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. restful copper amulet of magic (+3) (Around neck)]This item will automatically be transmogrified when you leave the level. clarifying steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-3) Mag Changes resistances: +12% mind Confusion immunity: +24% Life regen: +0.00 (-0.90) Amulets can have magical properties. |
[vs. restful copper amulet of magic (+3) (Around neck)]copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-3) Mag Life regen: +0.00 (-0.90) Amulets can have magical properties. |
[vs. Scorchwire (On fingers, 1 of 2)]Cuthodrazor the Shadeblight Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +0(-1) Cun Changes resistances: +22% lightning / +6% darkness / +0%(-22%) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +11% lightning / +0%(-11%) cold / +6% darkness / +0%(-10%) nature Blindness immunity: +21% Silence immunity: +20% Mana each turn: +0.12 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) Infravision radius: +3 See stealth: +8 See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Scorchwire (On fingers, 1 of 2)]Shimmergrit the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 4 lightning / 0(-8) fire Changes stats: +3 Str / +0(-1) Cun Changes resistances: +22%(-) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +5% lightning / +5% physical / +0%(-10%) arcane Changes damage: +0%(-10%) nature / +11%(-) cold Critical mult.: +6.00% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum life: +10.00 Maximum hate: +0.00 (-6.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Scorchwire (On fingers, 1 of 2)]copper ring &039; Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -10% Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +1 Str / +0(-1) Cun / +3 Con Changes resistances: +0%(-22%) cold / +9%(-11%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-10%) nature / +0%(-11%) cold Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Scorchwire (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +0(-1) Cun Changes resistances: +0%(-22%) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-10%) nature / +0%(-11%) cold Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Scorchwire (On fingers, 1 of 2)]mule& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +0(-1) Cun Changes resistances: +0%(-22%) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-10%) nature / +0%(-11%) cold Maximum encumbrance: +21 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Scorchwire (On fingers, 1 of 2)]savior& Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +0(-1) Cun Changes resistances: +0%(-22%) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-10%) nature / +0%(-11%) cold Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Silence immunity: +22% Mana each turn: +0.13 Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Scorchwire (On fingers, 1 of 2)]warrior& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +3 Str / +0(-1) Cun Changes resistances: +0%(-22%) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-10%) nature / +0%(-11%) cold Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Scorchwire (On fingers, 1 of 2)]warrior& Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 0(-11) item mind gloom / 0(-7) bleed Damage (Ranged): 0(-10) item mind gloom / 0(-6) bleed Damage when hit (Melee): 0(-8) fire Changes stats: +3 Str / +0(-1) Cun Changes resistances: +0%(-22%) cold / +0%(-20%) nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-10%) nature / +0%(-11%) cold Mental save: +6 (+3 eff.) Confusion immunity: +20% Hate when firing a critical mind attack: +0.00 (-1.00) Maximum hate: +0.00 (-6.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. hateful steel battleaxe (22-33 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +12% Living When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Talent granted: +0(+-4) Block Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +0(+-4) Block This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Talent granted: +0(+-4) Block Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 96.28 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]This item will automatically be transmogrified when you leave the level. steel dagger (13-16.9 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Talent granted: +0(+-4) Block Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Salykira the steel greatsword (37-59.2 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn (+17) When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Physical power: +10 (+3 eff.) Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Talent granted: +0(+-4) Block Critical mult.: +16.00% Pinning immunity: +10% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword (34-54.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +7 (+0 eff.) (-13 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Talent granted: +0(+-4) Block Disarm immunity: +28% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]Turogas the iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +4.5% Attack speed: 100% On weapon hit: + Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +20 physical When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Changes stats: +2 Con Talent granted: +0(+-4) Block Maximum stamina: +10.00 Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. arcing steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Talent granted: +0(+-4) Block Blunt and deadly. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]This item will automatically be transmogrified when you leave the level. blooming vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Talent granted: +0(+-4) Block Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +10 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. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]blooming vined mindstar of resolve (4-4.4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Changes stats: +3 Wil Talent granted: +0(+-4) Block Physical save: +2 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +14 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. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. cured leather sling of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 lightning When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +0 (-18) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-20 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Changes damage: +11% lightning Talent granted: +0(+-4) Block Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. infernal ash magestaff of greater warding (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +7 (-11) Armour Hardiness: +0% (-20%) Defense: +7 (+0 eff.) (-13 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Damage (Melee): 17 fire Maximum wards: +3 arcane Changes damage: +15% arcane Talents granted: +0(+-4) Block +1 Command Staff +2 Ward Critical mult.: +20.00% Spellpower: +10 (+4 eff.) Spell crit. chance: +2% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. potent ash magestaff of warding (18-21.6 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When used to attack (with talents): Crit. chance: +0.0% (-4.5%) Block value: +0 (-320) When wielded/worn: Armour: +5 (-13) Armour Hardiness: +0% (-20%) Defense: +5 (+0 eff.) (-15 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-30%) Maximum wards: +2 fire Changes damage: +18% fire Talents granted: +0(+-4) Block +1 Command Staff +2 Ward Spellpower: +8 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Girdle of the Calm Waters (Around waist)]This item will automatically be transmogrified when you leave the level. Glarewake Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Changes resistances penetration: +15% light / +15% lightning Changes damage: +9% lightning Physical save: +13 (+6 eff.) Light radius: +3 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]Hathinarileg the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+0 eff.) Changes stats: +5(+2) Wil Changes resistances: +3% acid / +0%(-20%) cold / +0%(-20%) nature / +0%(-20%) blight Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +6 Maximum hate: +6.00 Mindpower: +2 (+1 eff.) Healing mod.: +0% (-30%) Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]rough leather belt &039; Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex / +6 Mag / +0(-3) Wil / +4 Cun / +3 Con Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Maximum encumbrance: +22 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]rough leather belt &039; Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +0(-3) Wil Changes resistances: +3% lightning / +9% light / +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Changes resistances penetration: +10% light Spell save: +6 (+3 eff.) Light radius: +3 Healing mod.: +0% (-30%) Size category: +1 A belt that goes around your waist. |
[vs. Shadedash the linen cloak (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Xura the Burnobeisance (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Defense: +2 (+0 eff.) (+1 (+0 eff.)) Fatigue: +0% (+3%) Damage when hit (Melee): 8 fire Changes stats: +0(-5) Str / +3 Wil Changes resistances: +0%(-1%) physical Changes resistances penetration: +15% acid / +25% fire / +0%(-5%) physical Changes damage: +0%(-6%) darkness / +12% fire Mental save: +10 (+5 eff.) Only die when reaching: +0.00 life (+60.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Shadedash the linen cloak (1 def, 0 armour) (Cloak)]linen cloak &039; (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Defense: +1 (+0 eff.) (-) Fatigue: +0% (+3%) Changes stats: +0(-5) Str / +2 Mag / +2 Wil Changes resistances: +6% fire / +9% mind / +0%(-1%) physical Changes resistances penetration: +25% mind / +0%(-5%) physical Changes damage: +0%(-6%) darkness / +3% fire Spell save: +7 (+4 eff.) Only die when reaching: +0.00 life (+60.00 life) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Shadedash the linen cloak (1 def, 0 armour) (Cloak)]regal linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Defense: +1 (+0 eff.) (-) Fatigue: +0% (+3%) Changes stats: +1(-4) Str / +3 Wil / +2 Con Changes resistances: +0%(-1%) physical Changes resistances penetration: +0%(-5%) physical Changes damage: +0%(-6%) darkness Mental save: +5 (+3 eff.) Only die when reaching: +0.00 life (+60.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. fortifying steel mail armour of Eyal (2 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-6) Defense: +2 (+0 eff.) (-) Fatigue: +0% (-14%) Changes stats: +0(-3) Str / +0(-2) Con Life regen: +0.00 (-1.00) Maximum life: +0.00 (-74.00) Healing mod.: +0% (-11%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. fortifying steel mail armour of Eyal (2 def, 6 armour) (Main armor)]focusing linen robe of fire (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (-14%) Changes stats: +0(-3) Str / +5 Mag / +5 Wil / +0(-2) Con Changes resistances: +16% fire Changes damage: +11% fire Life regen: +0.00 (-1.00) Mana each turn: +0.12 Psi each turn: +0.11 Maximum life: +0.00 (-74.00) Healing mod.: +0% (-11%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. fortifying steel mail armour of Eyal (2 def, 6 armour) (Main armor)]stormwoven linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (-14%) Changes stats: +5(+2) Str / +5 Mag / +5 Wil / +0(-2) Con Changes resistances: +6% lightning / +7% cold / +7% blight Changes damage: +7% lightning / +5% physical / +7% cold Life regen: +1.50 (+0.50) Maximum life: +47.00 (-27.00) Healing mod.: +11% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Relgegrim (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Ce& Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +4 (+1) Defense: +9 (+0 eff.) Ranged Defense: +9 (+8 eff.) Fatigue: +3% (+1%) Changes stats: +0(-1) Wil Changes resistances: +5% cold / +9% fire Changes damage: +6% mind / +0%(-6%) arcane Critical mult.: +6.00% Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-80.00) Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Mindpower: +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
[vs. Relgegrim (0 def, 3 armour) (On feet)]Lustrebreak (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: -3% (-5%) Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Changes stats: +0(-1) Wil Changes resistances: +6% blight / +6% temporal / +3% acid Changes damage: +0%(-6%) arcane Maximum encumbrance: +21 Physical save: +6 (+3 eff.) (-) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-80.00) Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
[vs. Relgegrim (0 def, 3 armour) (On feet)]Saliletta the Torchbiter (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-1%) Changes stats: +4 Str / +4(+3) Wil / +1 Cun Changes resistances: +6% fire Changes damage: +0%(-6%) arcane Physical save: +6 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +7 (+3 eff.) (+2 (+1 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-80.00) Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Light radius: +2 See invisible: +3 A pair of boots made of leather. |
[vs. Relgegrim (0 def, 3 armour) (On feet)]Velabretta the pair of dwarven-steel boots (4 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 (+1) Defense: +4 (+0 eff.) Ranged Defense: +5 (+5 eff.) Fatigue: +3% (+1%) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Str / +0(-1) Wil / +3 Con Changes resistances: +9% mind Changes resistances penetration: +20% acid / +7% physical Changes damage: +0%(-6%) arcane Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-80.00) Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
[vs. Relgegrim (0 def, 3 armour) (On feet)]pair of rough leather boots &039; (11 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +11 (+1 eff.) Fatigue: +1% (-1%) Changes stats: +0(-1) Wil Changes damage: +3% darkness / +0%(-6%) arcane Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +100.00 (+20.00) Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
[vs. Relgegrim (0 def, 3 armour) (On feet)]pair of rough leather boots &039; (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+4) Fatigue: +1% (-1%) Changes stats: +4 Dex / +0(-1) Wil / +6 Lck Changes resistances: +3% physical Changes damage: +0%(-6%) arcane Stealth bonus: +5 Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Cut immunity: +10% Teleport immunity: +15% Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-80.00) Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) A pair of boots made of leather. |
[vs. Relgegrim (0 def, 3 armour) (On feet)]undeterred pair of rough leather boots of tirelessness (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-1%) Changes stats: +0(-1) Wil Changes damage: +0%(-6%) arcane Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +25% Stamina each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-80.00) Maximum stamina: +10.00 Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) A pair of boots made of leather. |
[vs. brawler&LASTBlazeradiance (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 0(-10) arcane Changes stats: +0(-3) Str / +0(-2) Dex / +0(-5) Mag / +0(-5) Wil / +0(-2) Cun Changes resistances: +0%(-3%) arcane / +3% fire Changes resistances penetration: +5% fire Changes damage: +15% arcane / +3% fire Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. brawler&LASTSludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Damage (Melee): 0(-10) arcane Changes stats: +0(-3) Str / +0(-2) Dex / +0(-5) Mag / +4(-1) Wil / +4(+2) Cun Changes resistances: +10% nature / +0%(-3%) arcane Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
[vs. brawler&LASTSpellhunt Remnants (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 (+1) Defense: +2 (+0 eff.) Damage (Melee): 0(-10) arcane Changes stats: +0(-3) Str / +0(-2) Dex / +0(-5) Mag / +0(-5) Wil / +0(-2) Cun Changes resistances: +0%(-3%) arcane Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
[vs. Blindwilter (1 def, 2 armour) (On head)]Blazereek the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +1 (+0 eff.) (-) Fatigue: -4% Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-2) Str / +4 Mag / +0(-2) Con Changes resistances: +16% nature / +0%(-15%) lightning Changes resistances penetration: +15% light Changes damage: +0%(-10%) lightning / +0%(-12%) physical / +11% nature Grants telepathy: Humanoid/Orc Physical save: +0 (+0 eff.) (-3 (-1 eff.)) See invisible: +6 A pointy cloth hat, very wizardly... |
[vs. Blindwilter (1 def, 2 armour) (On head)]Dagylach the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 (+1) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +5% Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-2) Str / +4(+2) Con Changes resistances: +0%(-15%) lightning / +6% cold Changes damage: +0%(-10%) lightning / +0%(-12%) physical Allows you to breathe in: water Critical mult.: +6.00% Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Life regen: +0.20 Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Blindwilter (1 def, 2 armour) (On head)]Isowyn the linen wizard hat (4 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 (+4) Defense: +4 (+0 eff.) (+3 (+0 eff.)) Ranged Defense: +3 (+3 eff.) Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-2) Str / +1 Dex / +3 Wil / +0(-2) Con Changes resistances: +0%(-15%) lightning / +4% physical Changes damage: +0%(-10%) lightning / +0%(-12%) physical Physical save: +8 (+4 eff.) (+5 (+3 eff.)) A pointy cloth hat, very wizardly... |
[vs. Blindwilter (1 def, 2 armour) (On head)]Plagueoath the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-1) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-15%) lightning / +6% cold / +6% nature Changes damage: +0%(-10%) lightning / +3% fire / +6% nature / +0%(-12%) physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-3 (-1 eff.)) A cap made of leather. |
[vs. Blindwilter (1 def, 2 armour) (On head)]This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (+2) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +4% Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-15%) lightning Changes damage: +0%(-10%) lightning / +0%(-12%) physical Physical save: +0 (+0 eff.) (-3 (-1 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Blindwilter (1 def, 2 armour) (On head)]linen wizard hat of the Brotherhood (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +1 (+0 eff.) (-) Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-2) Str / +2 Mag / +1(-1) Con Changes resistances: +0%(-15%) lightning Changes damage: +0%(-10%) lightning / +0%(-12%) physical / +5% arcane Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... |
[vs. fortifying steel mail armour of Eyal (2 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-) Defense: +3 (+0 eff.) (+1 (+0 eff.)) Fatigue: +8% (-6%) Changes stats: +0(-3) Str / +0(-2) Con Life regen: +3.70 (+2.70) Stamina each turn: +1.30 Maximum life: +0.00 (-74.00) Healing mod.: +0% (-11%) A suit of armour made of leather. |
[vs. fortifying steel mail armour of Eyal (2 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spiked cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +2 (+0 eff.) (-) Fatigue: +7% (-7%) Damage when hit (Melee): 13 physical Changes stats: +0(-3) Str / +0(-2) Con Changes resistances: +18% fire Life regen: +0.00 (-1.00) Maximum life: +0.00 (-74.00) Healing mod.: +0% (-11%) A suit of armour made of leather. |
[vs. fortifying steel mail armour of Eyal (2 def, 6 armour) (Main armor)]steel plate armour &039; (4 def, 10 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 (+4) Defense: +4 (+0 eff.) (+2 (+0 eff.)) Fatigue: +22% (+8%) Changes stats: +1(-2) Str / +4 Wil / +1 Cun / +2(-) Con Changes resistances: +27% acid / +7% physical / +13% cold / +6% fire / +6% lightning Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +22% Stun/Freeze immunity: +20% Knockback immunity: +25% Life regen: +0.00 (-1.00) Maximum life: +0.00 (-74.00) Healing mod.: +0% (-11%) A suit of armour made of metal plates. |
[vs. Titanic (20 def, 18 armour, 48-57.6 power, 320 block) (In main hand, 1 of 4)]This item will automatically be transmogrified when you leave the level. steel shield &039; (6 def, 2 armour, 15-18 power, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0(-33.0 - -39.6) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% (-1.5%) Block value: +41 (-279) On weapon hit: * 12% chance to daze at end of turn (+12%) When wielded/worn: Armour: +2 (-16) Armour Hardiness: +0% (-20%) Defense: +6 (+0 eff.) (-14 (+0 eff.)) Ranged Defense: +6 (+6 eff.) (-4 (-4 eff.)) Fatigue: +8% (-22%) Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to blind Damage (Melee): 7 lightning Damage when hit (Melee): 18 lightning Changes resistances penetration: +25% darkness / +20% light Changes damage: +15% light Talents granted: +2(+-2) Block Handheld deflection devices. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.arcing quiver of ash arrows of accuracy (16/16, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +11 lightning Arrows are used with bows to pierce your foes to death. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
279 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]Morbusstake the iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: -8% Damage (Melee): 0(-15) item nature slow Changes stats: +1(-) Str / +0(-5) Wil / +4(+2) Cun / +2 Con Changes resistances penetration: +10% nature Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +2 (-1) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]iron pickaxe of wreckage (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Armour penetration: +5 Damage (Melee): 0(-15) item nature slow Changes stats: +2(+1) Str / +0(-5) Wil / +0(-2) Cun Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talents granted: +1.00(-) Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]Porenne the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +3 (+0 eff.) Ranged Defense: +3 (+3 eff.) Changes stats: +4 Wil Changes resistances: +6% darkness / +0%(-30%) light / +6% nature / +6% mind / +5% arcane Changes damage: +6% mind / +0%(-10%) light Poison immunity: +5% Pinning immunity: +5% Light radius: +2 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]Stormkin Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% blight / +5% arcane / +0%(-30%) light Changes damage: +0%(-10%) light Spell save: +3 (+2 eff.) Light radius: +5 (+1) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]Xunne Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +3 Mag Changes resistances: +0%(-30%) light Changes resistances penetration: +5% temporal Changes damage: +0%(-10%) light Physical save: +6 (+3 eff.) Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum mana: +100.00 Light radius: +2 (-2) Healing mod.: +11% (+1%) 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. |
[vs. Summertide Phial (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Maximum life: +41.00 Light radius: +5 (+1) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]This item will automatically be transmogrified when you leave the level. nightwalker&039;s lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Changes stats: +3 Wil Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Critical mult.: +12.00% Light radius: +3 (-1) Healing mod.: +0% (-10%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +5(-) Wil / +0(-2) Cun Mental save: +10 (+5 eff.) Equilibrium when hit: +0.00 (-0.16) Mindpower: +5 (+2 eff.) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb =kw_sl_TR_ko=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest =kw_ko_sl_TR=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. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]Gorianne [power 23] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +5 Dex / +0(-5) Wil / +3(+1) Cun Changes resistances: +9% cold / +3% light / +6% temporal Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]This item will automatically be transmogrified when you leave the level. hateful steel torque of thermal psionic shield [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +0(-5) Wil / +0(-2) Cun Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]iron torque of thermal psionic shield &039; [power 27] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +0(-5) Wil / +0(-2) Cun Changes resistances: +12% light Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +18% mind Talent granted: +1 Ward Mental save: +9 (+5 eff.) Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]This item will automatically be transmogrified when you leave the level. supercharged steel torque of kinetic psionic shield [power 67] (24 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +0(-5) Wil / +0(-2) Cun Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]Adutha the elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) (+4 (+2 eff.)) Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +0(-5) Wil / +0(-2) Cun Changes resistances: +1% physical Changes resistances penetration: +10% physical Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]elm totem of cure ailments &039; [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +4 Mag / +0(-5) Wil / +0(-2) Cun Disease immunity: +10% Knockback immunity: +15% Mana each turn: +0.20 Equilibrium when hit: +0.00 (-0.16) Spellpower: +4 (+2 eff.) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. Betusewen the Scumtorrent (dig speed 28 turns) (Tool)]This item will automatically be transmogrified when you leave the level. bright ash wand of firewall [power 125] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage (Melee): 0(-15) item nature slow Changes stats: +0(-1) Str / +0(-5) Wil / +0(-2) Cun Equilibrium when hit: +0.00 (-0.16) Mental crit. chance: +0% (-2%) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to creates a wall of flames lasting 4 turns (dealing 125 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shield Wheels the Drem Stone Warden level 7
25th Voratun 122nd year of Ascendancy at 23:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shield Wheels the Drem Stone Warden level 10
1st Iron 123rd year of Ascendancy at 15:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Shield Wheels the Drem Stone Warden level 18
40th Profit 123rd year of Ascendancy at 16:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shield Wheels the Drem Stone Warden level 11
4th Gold 123rd year of Ascendancy at 12:41 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shield Wheels the Drem Stone Warden level 18
28th Profit 123rd year of Ascendancy at 03:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shield Wheels the Drem Stone Warden level 16
17th Voratun 123rd year of Ascendancy at 11:50 see stats
Log
Islaramina the sandworm hits Shield Wheels for 23 cold damage.
Islaramina the sandworm hits Adiba the black jelly for 35 cold damage.
The unstable sand tunnel collapses!
Shield Wheels uses Infusion: Regeneration.
Shield Wheels starts regenerating health quickly.
Adiba the black jelly strafes with his steamguns!
Talent Rune: Phase Door is ready to use.
Talent Dwarven Unity is ready to use.
Talent Elemental Split is ready to use.
Shield Wheels has temporarily forgotten Block!
Shield Wheels has temporarily forgotten Rune: Phase Door!
Shield Wheels has temporarily forgotten Dwarven Unity!
Shield Wheels has temporarily forgotten Dig!
Shield Wheels has temporarily forgotten Pulverizing Auger!
Shield Wheels has temporarily forgotten Frenzy!
Adiba the black jelly&fbd578LASTSTEEL_BLUELASTGREENLASTSTEEL_BLUELASTWHITELASTSTEEL_BLUELASTGREENLASTSTEEL_BLUELASTGREYLASTLAST039;s Strafe hits Shield Wheels for (6 to ice), 9 acid, (8 to ice), 12 physical, (0 to ice), 1 acid, (1 to ice), 1 darkness (22 total damage).
The unstable sand tunnel collapses!
Shield Wheels uses Nature&LASTLASTLASTShield Wheels counter attacks Islaramina the sandworm with his shield shards!
Islaramina the sandworm starts to bleed.
Islaramina the sandworm slows down.
Islaramina the sandworm performs a melee critical strike against Shield Wheels!
Islaramina the sandworm hits Shield Wheels for (3 to ice), 5 physical, (1 to ice), 1 nature, (3 to ice), 4 temporal, (2 to ice), 3 nature, (10 to ice), 15 physical, (7 to ice), 10 fire, (3 to ice), 5 physical, (0 to ice), 1 nature, (4 to ice), 6 temporal, (2 to ice), 3 nature, (10 to ice), 15 physical, (7 to ice), 10 fire (78 total damage).
Shield Wheels hits Iceblock for 8 fire, 5 darkness, 61 nature, 20 arcane, 3 physical, 34 nature, 20 arcane, 3 physical, 8 fire, 5 darkness (162 total damage).
Saving game...









































































































