Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | '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. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Improved player targetting 1.2.0Player's targetting improvements. New Gem Types 1.2.5Adds 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! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Utility Supplies 1.1.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Midnight 1.2.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Improved Stores 1.2.3Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Hurried Halfling 1.2.5This adds the Hurried Halfling race, as discussed here and here.
More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Drow |
| Class | Necromancer |
| Level / Exp | 24 / 36% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 85 (base 17) |
| Dexterity | 51 (base 10) |
| Constitution | 63 (base 21) |
| Magic | 131 (base 53) |
| Willpower | 140 (base 39) |
| Cunning | 110 (base 11) |
Resources
| Life | 1338/1338 |
| Mana | 1311/1311 |
| Stamina | 655/655 |
| Souls | 10/10 |
| Healing Factor | 2.5 |
| Regeneration | 60.125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 20 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 57 |
| Crit Chance | 122% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 57 |
| Crit Chance | 122% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 106.5 |
| Crit Chance | 98% |
| Speed | 1 |
Offense: Mind
| Mindpower | 82.4 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Damage Bonus
| All | +60% |
Defense: Base
| Armour (hardiness) | 83 (39%) |
| Defense | 56.116666666667 |
| Ranged Defense | 56.116666666667 |
| Fatigue | 0 |
| Physical Save | 84.66 |
| Spell Save | 74.0875 |
| Mental Save | 88 |
Defense: Resistances
| All | 7%( 77%) |
Defense: Immunities
| Disarm Resistance | 31% |
| Silence Resistance | 42% |
| Confusion Resistance | 100% |
| Stun Resistance | 60% |
| Pinning Resistance | 30% |
| Poison Resistance | 30% |
| Knockback Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 572 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1552% over 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Animus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Vampirism | 1.70 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Drow | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Necrotic Aura |
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 |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You failed to protect the repented thief from death by Isloseth the white worm mass. Escort: repented thief (level 2 of Norgos Lair) | failed |
Scouting the Scintillating Caves would be a good start to your reconnaissance. Family ReunionThe Shalore town of Elvala lies not far from its entrance. Rumors of multiple factions with the Shalore warrant investigation. * Scouting the scintillating caves might be wise. * You must scout the Rhaloren camp. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed black mamba head. The Brotherhood of Alchemists* &039;re just very small and well back from where you&039; * You&WHITESLATE039;Needed: one hummerhorn wing. If you&039;re like wasps, only gigantic and lethal.&WHITESLATE039;Needed: one giant spider spinneret. The spiders in your barn won&039;ll know a giant spider when you see one, though they&039;Eyal.&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Equipment
| On feet | Nightcut the pair of drakeskin leather boots (0 def, 14 armour) Nightcut the pair of drakeskin leather boots (0 def, 14 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +14.0% Physical power: +17 Armour: +14 Fatigue: -13% Damage when hit (Melee): 8 darkness Changes stats: +7 Str / +3 Con Changes resistances: +14% lightning / +13% temporal / +1% physical Changes resistances penetration: +30% physical Critical mult.: +9.00% Maximum encumbrance: +44 Physical save: +15 Silence immunity: +42% Confusion immunity: +40% Stun/Freeze immunity: +50% Stamina each turn: +2.20 Maximum life: +38.00 Maximum stamina: +34.00 Light radius: +3 Infravision radius: +3 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | drakeskin leather cap &039; (18 def, 14 armour) drakeskin leather cap &039; (18 def, 14 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +8 Physical power: +22 Armour: +14 Defense: +18 Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +20 Str / +5 Dex / +3 Mag / +14 Wil / +15 Cun / +5 Con Changes resistances: +26% lightning / +11% temporal / +20% light / +15% fire / +7% all / +14% acid / +29% physical / +14% cold / +25% mind / +23% darkness Critical mult.: +5.00% Physical save: +59 Spell save: +9 Mental save: +45 Confusion immunity: +40% Spellpower on spell critical (stacks up to 3 times): +6 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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. |
| On hands | Gunegen (0 def, 7 armour) Gunegen (0 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +10 Armour: +7 Effects on melee hit: * 19% chance to cause random insanity Damage (Melee): 28 mind / 28 darkness Changes stats: +12 Str / +11 Dex / +4 Mag / +10 Wil / +14 Cun / +8 Con Changes resistances: +7% light / +8% darkness Changes resistances penetration: +5% arcane Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Trap disarming bonus: +36 Physical save: +11 Mental save: +2 Life regen: +3.30 Stamina each turn: +0.90 Mana each turn: +0.52 Psi each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +62.00 Maximum mana: +40.00 Maximum vim: +20.00 Spellpower: +22 Spell crit. chance: +14% Mindpower: +8 Infravision radius: +2 Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Borerath the Unlightraider (dig speed 1 turns) Borerath the Unlightraider (dig speed 1 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +2 Physical crit. chance: +22.0% Physical power: +6 Armour: +8 Defense: +13 Fatigue: -8% Changes stats: +25 Str / +16 Wil / +3 Con Changes resistances: +16% physical Changes resistances penetration: +10% fire / +29% physical Changes damage: +3% darkness / +3% physical Maximum life: +61.00 Maximum stamina: +68.00 Mental crit. chance: +22% Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Silorin the steel ring Silorin the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Effects on melee hit: * 20% chance to blind Effects on ranged hit: * 20% chance to blind Changes stats: +6 Dex / +18 Mag / +11 Wil / +7 Cun / +3 Con Changes resistances: +34% acid / +35% fire / +36% lightning / +36% cold Changes damage: +3% blight Grants telepathy: Humanoid/Orc Spell save: +50 Mental save: +9 Disarm immunity: +31% Confusion immunity: +32% Pinning immunity: +30% Knockback immunity: +32% Equilibrium when hit: +0.16 Maximum life: +32.00 Maximum stamina: +20.00 Maximum psi: +10.00 Spellpower: +18 Mindpower: +4 Mental crit. chance: +2% Rings can have magical properties. |
| On fingers | Glimmerclamor the voratun ring Glimmerclamor the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 37% chance to cause random insanity * 30% chance to blind Damage (Melee): 42 bleed Effects on ranged hit: * 39% chance to cause random insanity Damage (Ranged): 47 bleed Damage when hit (Melee): 4 light / 12 nature Changes stats: +18 Wil / +27 Cun / +6 Con Changes resistances: +40% nature Changes resistances penetration: +5% blight Changes damage: +20% nature Maximum encumbrance: +35 Spell save: +19 Mental save: +36 Life regen: +4.90 Hate when firing a critical mind attack: +5.00 Maximum life: +260.00 Maximum mana: +20.00 Maximum stamina: +39.00 Maximum hate: +30.00 Spell crit. chance: +8% Mindpower: +13 Healing mod.: +72% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around neck | Rotschism RotschismPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Armour: +7 Defense: +12 Fatigue: -20% Damage when hit (Melee): 16 nature Changes stats: +11 Mag / +6 Wil / +5 Cun Changes resistances: +6% nature Changes resistances cap: +7% all Changes damage: +7% acid / +12% blight / +21% fire / +7% lightning / +8% cold Talent masteries: +0.40 Spell / Advanced necrotic minions +0.40 Spell / Vampirism Critical mult.: +40.00% Physical save: +25 Mental save: +14 Confusion immunity: +25% Life regen: +9.00 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +59.00 Spellpower: +20 Spell crit. chance: +6% Mindpower: +15 Amulets can have magical properties. |
| In main hand | elven-wood vilestaff &039; (25-30 power, 5 apr, physical damage) elven-wood vilestaff &039; (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +17 Physical crit. chance: +34.0% Physical power: +13 Armour: +10 Armour Hardiness: +9% Damage (Melee): 35 arcane / 31 fire Changes stats: +10 Mag / +5 Wil / +8 Cun / +8 Con Changes damage: +25% blight / +6% physical / +15% lightning Talent granted: +1 Command Staff Critical mult.: +90.00% Maximum encumbrance: +30 Physical save: +10 Mana each turn: +0.56 Vim when firing critical spell: +7.00 Maximum mana: +163.00 Maximum vim: +43.00 Maximum neg.energy: +44.00 Spellpower: +79 Spell crit. chance: +21% See invisible: +14 Healing mod.: +25% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | drakeskin leather belt &039; drakeskin leather belt &039;Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 Fatigue: -12% Changes stats: +11 Dex / +11 Mag / +6 Wil / +12 Cun / +20 Lck Changes resistances: +10% acid / +1% physical / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +20% physical Changes damage: +6% lightning / +25% physical Reduced damage from: +38% Summoned Critical mult.: +18.00% Trap disarming bonus: +58 Stealth bonus: +30 Maximum encumbrance: +37 Mental save: +14 Life regen: +0.60 Stamina each turn: +0.40 Mana each turn: +0.60 Maximum mana: +48.00 Spellpower: +12 Spell crit. chance: +6% Infravision radius: +12 A belt that goes around your waist. |
| In off hand | Rimeblade (8.5-11.05 power, 6 apr) Rimeblade (8.5-11.05 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / ritual blade ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances penetration: +10% physical / +10% cold Changes damage: +15% physical / +15% cold Spell crit. chance: +6% This surprisingly sharp blade appears to be a naturally formed icicle. |
| Cloak | elven-silk cloak &039; (25 def, 11 armour) elven-silk cloak &039; (25 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +25 Changes stats: +6 Str / +7 Dex / +4 Wil / +7 Cun / +6 Con Changes resistances: +25% darkness / +29% cold / +23% blight / +35% fire / +36% nature / +21% light Changes resistances penetration: +15% darkness Changes damage: +24% darkness Stealth bonus: +33 Physical save: +27 Mental save: +29 Stun/Freeze immunity: +10% Life regen: +6.00 Maximum life: +74.00 Maximum hate: +4.00 See invisible: +3 Healing mod.: +55% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Getikath (18 def, 12 armour) Getikath (18 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +12 Defense: +18 Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +17 Mag / +8 Wil Changes resistances: +20% acid / +20% physical / +15% light / +15% darkness / +20% fire / +6% mind / +20% cold Changes resistances penetration: +40% physical / +17% mind / +32% darkness Changes damage: +15% acid / +47% physical / +12% light / +40% darkness / +15% fire / +15% cold / +19% mind / +60% all Talent cooldown: Refit Golem (-6 turns) Critical mult.: +5.00% Physical save: +21 Poison immunity: +30% Disease immunity: +5% Mana each turn: +0.40 Psi each turn: +1.07 Maximum life: +70.00 Maximum mana: +80.00 Maximum hate: +27.00 Maximum psi: +28.00 Spellpower: +57 Mindpower: +30 Mental crit. chance: +12% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion (heal 199 over 5 turns) regeneration infusion (heal 199 over 5 turns)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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 549 over 5 turns) regeneration infusion of the sneak (heal 549 over 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 549 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 491 over 5 turns) regeneration infusion of the warrior (heal 491 over 5 turns)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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 21; turns 4; dispells darkness)sun infusion (rad 7; power 21; turns 4; dispells 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the titan (rad 6; power 98; turns 5; dispells darkness)sun infusion of the titan (rad 6; power 98; turns 5; dispells 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 49). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 98) for 5 turns. 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 ability. |
sun infusion of the warrior (rad 7; power 122; turns 3; dispells darkness) sun infusion of the warrior (rad 7; power 122; turns 3; dispells 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: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 61). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 122) 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. |
sun infusion of the wizard (rad 7; power 179; turns 5; dispells darkness) sun infusion of the wizard (rad 7; power 179; turns 5; dispells 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 90). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 179) for 5 turns. 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. |
sun infusion of the wizard (rad 6; power 178; turns 3; dispells darkness) sun infusion of the wizard (rad 6; power 178; turns 3; dispells 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 89). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 178) for 3 turns. 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. |
wild infusion (resist 15%; cure magical) wild infusion (resist 15%; cure magical)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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 15% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 20%; cure magical) wild infusion of the duelist (resist 20%; cure magical)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Dexterity 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. |
wild infusion of the psychic (resist 24%; cure magical) wild infusion of the psychic (resist 24%; cure magical)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: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 24% for 6 turns. Its effects scale with your Willpower 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. |
wild infusion of the sneak (resist 21%; cure magical, physical) wild infusion of the sneak (resist 21%; cure magical, physical)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 21% for 4 turns. 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. |
wild infusion of the sneak (resist 21%; cure mental) wild infusion of the sneak (resist 21%; cure mental)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: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 5 turns. 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. |
wild infusion of the titan (resist 24%; cure magical) wild infusion of the titan (resist 24%; cure magical)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 24% for 6 turns. 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 ability. |
oxygen infusion (stamina 318 over 10 turns) oxygen infusion (stamina 318 over 10 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 318 stamina and air over 10 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
oxygen infusion (stamina 135 over 10 turns) oxygen infusion (stamina 135 over 10 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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 135 stamina and air over 10 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
oxygen infusion of the duelist (stamina 287 over 10 turns) oxygen infusion of the duelist (stamina 287 over 10 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 287 stamina and air over 10 turns. Its effects scale with your Dexterity 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. |
oxygen infusion of the duelist (stamina 151 over 10 turns) oxygen infusion of the duelist (stamina 151 over 10 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 151 stamina and air over 10 turns. Its effects scale with your Dexterity 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. |
oxygen infusion of the titan (stamina 242 over 10 turns) oxygen infusion of the titan (stamina 242 over 10 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: 1 turn Is: a nature gift Description: Activate the infusion to restore 242 stamina and air over 10 turns. 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 ability. |
oxygen infusion of the warrior (stamina 238 over 10 turns) oxygen infusion of the warrior (stamina 238 over 10 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to restore 238 stamina and air over 10 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. |
vine lasso infusion of the duelist (4 turns, 371 physical damage) vine lasso infusion of the duelist (4 turns, 371 physical damage)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: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 371.20 physical damage per turn. Its effects scale with your Dexterity 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. |
vine lasso infusion of the psychic (3 turns, 799 physical damage) vine lasso infusion of the psychic (3 turns, 799 physical damage)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: 4 Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 3 turns. The grab will also deal 798.72 physical damage per turn. Its effects scale with your Willpower 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. |
5 infusion patches of clearing 5 infusion patches of clearingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of lesser healing 3 infusion patches of lesser healingInfused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 2 It can be used to heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
magic missile rune of the duelist (345 arcane damage) magic missile rune of the duelist (345 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: 6 Cooldown: 21 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 345 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the psychic (563 arcane damage) magic missile rune of the psychic (563 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: 6 Cooldown: 17 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 563 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the sneak (442 arcane damage) magic missile rune of the sneak (442 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: 5 Cooldown: 16 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 442 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (755% regen over 10 turns; 38 instant mana)manasurge rune (755% regen over 10 turns; 38 instant mana) 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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 755% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune (987% regen over 10 turns; 49 instant mana) manasurge rune (987% regen over 10 turns; 49 instant mana)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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 987% over 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. manasurge rune (965% regen over 10 turns; 48 instant mana)manasurge rune (965% regen over 10 turns; 48 instant mana) 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: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 965% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the duelist (894% regen over 10 turns; 45 instant mana) manasurge rune of the duelist (894% regen over 10 turns; 45 instant mana)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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 894% over 10 turns and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1432% regen over 10 turns; 72 instant mana) manasurge rune of the psychic (1432% regen over 10 turns; 72 instant mana)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: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1432% over 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the titan (952% regen over 10 turns; 48 instant mana) manasurge rune of the titan (952% regen over 10 turns; 48 instant mana)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: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 952% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution 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. |
manasurge rune of the titan (1261% regen over 10 turns; 63 instant mana) manasurge rune of the titan (1261% regen over 10 turns; 63 instant mana)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: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1261% over 10 turns and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution 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. |
manasurge rune of the wizard (1218% regen over 10 turns; 61 instant mana) manasurge rune of the wizard (1218% regen over 10 turns; 61 instant mana)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: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1218% over 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
phase door rune of the psychic (range 18; power 44; dur 3) phase door rune of the psychic (range 18; power 44; dur 3)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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. 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 ability. |
phase door rune of the sneak (range 15; power 42; dur 3) phase door rune of the sneak (range 15; power 42; dur 3)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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 15; power 41; dur 5) phase door rune of the sneak (range 15; power 41; 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 11; power 33; dur 5) phase door rune of the titan (range 11; power 33; 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. reconstruction rune (heal 105; cure a cut or wound)reconstruction rune (heal 105; cure a cut or wound) 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 105 life, and cure one cut or wound effect. 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. |
reconstruction rune of the duelist (heal 292; cure a cut or wound) reconstruction rune of the duelist (heal 292; cure a cut or wound)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 292 life, and cure one cut or wound effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the psychic (heal 527; cure a cut or wound) reconstruction rune of the psychic (heal 527; cure a cut or wound)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 527 life, and cure one cut or wound effect. 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 ability. |
reconstruction rune of the sneak (heal 369; cure a cut or wound) reconstruction rune of the sneak (heal 369; cure a cut or wound)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 369 life, and cure one cut or wound effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the titan (heal 307; cure a cut or wound) reconstruction rune of the titan (heal 307; cure a cut or wound)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 307 life, and cure one cut or wound effect. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. reconstruction rune of the warrior (heal 300; cure a cut or wound)reconstruction rune of the warrior (heal 300; cure a cut or wound) 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 300 life, and cure one cut or wound effect. 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. |
reconstruction rune of the wizard (heal 524; cure a cut or wound) reconstruction rune of the wizard (heal 524; cure a cut or wound)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 524 life, and cure one cut or wound effect. 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 ability. |
reconstruction rune of the wizard (heal 424; cure a cut or wound) reconstruction rune of the wizard (heal 424; cure a cut or wound)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 424 life, and cure one cut or wound effect. 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 ability. |
reconstruction rune of the wizard (heal 394; cure a cut or wound) reconstruction rune of the wizard (heal 394; cure a cut or wound)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 394 life, and cure one cut or wound effect. 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 ability. |
reconstruction rune of the wizard (heal 559; cure a cut or wound) reconstruction rune of the wizard (heal 559; cure a cut or wound)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to heal yourself for 559 life, and cure one cut or wound effect. 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 ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (144 acid damage; dur 5; apply 20)acid wave rune (144 acid damage; dur 5; apply 20) 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 143.78 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (367 acid damage; dur 5; apply 58) acid wave rune of the duelist (367 acid damage; dur 5; apply 58)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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 367.28 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 58. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the titan (478 acid damage; dur 5; apply 64) acid wave rune of the titan (478 acid damage; dur 5; apply 64)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 477.57 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 64. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution 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. |
biting gale rune of the psychic (457 cold damage; 78 apply power) biting gale rune of the psychic (457 cold damage; 78 apply power)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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 457.38 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 78. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
biting gale rune of the titan (209 cold damage; 52 apply power) biting gale rune of the titan (209 cold damage; 52 apply power)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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 209.09 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 52. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution 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. |
clarity rune of the titan (dur 19; resist 32%, reduce 40%; see humanoid) clarity rune of the titan (dur 19; resist 32%, reduce 40%; see humanoid)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: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to magically improve your perception of reality. It immediately removes up to 1 concussion, confusion or blindness effect. For 19 turns you gain blindness and confusion immunity (32%), and each turn you have a 40% chance to reduce the duration of each hostile mental effect. Your magically enhanced senses allow you to see invisible and stealthed creatures (power 73), and you automatically sense any humanoid around. Its effects scale with your Constitution 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. |
teleportation rune of the duelist (range 82) teleportation rune of the duelist (range 82)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 168) teleportation rune of the psychic (range 168)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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 168 with a minimum range of 15. 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 ability. |
teleportation rune of the sneak (range 149) teleportation rune of the sneak (range 149)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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 scrolls of phase door 2 scrolls of phase doorPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 1 It can be used to teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
7 scrolls of teleportation 7 scrolls of teleportationPowered by arcane forces 0.10 Encumbrance. Type: scroll / scroll ; tier 2 It can be used to teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
steel amulet of mastery (0.20 Spell / Advanced necrotic minions) steel amulet of mastery (0.20 Spell / Advanced necrotic minions)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.20 Spell / Advanced necrotic minions Amulets can have magical properties. |
steel amulet of willpower (+3) steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
Skydare the gold amulet Skydare the gold amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +16 Armour penetration: +14 Physical crit. chance: +10.0% Effects on melee hit: * 45% chance to inflict damage reduction * 20% chance to disease Damage when hit (Melee): 16 blight / 4 darkness Changes stats: +7 Str / +8 Dex / +8 Wil Changes resistances: +22% blight / +19% nature / +24% lightning Changes resistances penetration: +10% lightning Talent masteries: +0.28 Spell / Advanced necrotic minions +0.28 Spell / Necrosis Critical mult.: +31.00% Physical save: +19 Spell save: +19 Mental save: +18 Blindness immunity: +28% Poison immunity: +38% Disease immunity: +32% Stun/Freeze immunity: +35% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
gold amulet &039; gold amulet &039;Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +11 Defense: +16 Fatigue: -16% Damage when hit (Melee): 8 arcane / 4 darkness Changes stats: +7 Mag / +5 Con Changes resistances: +6% darkness / +9% nature Changes resistances cap: +10% all Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +11% blight / +11% fire / +12% nature / +3% arcane Talent mastery: +0.28 Spell / Necrotic minions Critical mult.: +16.00% Physical save: +51 Life regen: +8.10 Maximum life: +57.00 Spellpower: +11 Amulets can have magical properties. |
stralite amulet &039; stralite amulet &039;Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 Defense: +17 Fatigue: -9% Damage (Melee): 13 light / 12 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 13% chance to blind Changes stats: +9 Dex / +19 Mag / +8 Cun / +9 Con / +17 Lck Changes resistances penetration: +10% physical Changes damage: +7% acid / +13% light / +13% darkness / +21% fire / +13% blight / +7% cold / +6% mind / +8% lightning Talent mastery: +0.34 Spell / Advanced necrotic minions Critical mult.: +18.00% Physical save: +22 Spell save: +22 Mental save: +22 Poison immunity: +15% Silence immunity: +20% Confusion immunity: +15% Life regen: +1.20 Stamina each turn: +1.00 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +50.00 Maximum mana: +52.00 Spellpower: +18 Spell crit. chance: +6% Movement speed: +10% Healing mod.: +5% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Ivyvea IvyveaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +18 Dex / +19 Wil / +6 Con Changes resistances: +6% acid / +23% temporal / +2% physical / +30% mind / +5% arcane Talent mastery: +0.40 Spell / Necrosis Physical save: +21 Spell save: +24 Mental save: +23 Blindness immunity: +10% Confusion immunity: +50% Pinning immunity: +49% Knockback immunity: +49% Life regen: +2.90 Only die when reaching: -95.00 life Maximum life: +80.00 Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. iron dagger (9-11.7 power, 5 apr)iron dagger (9-11.7 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Torogar (15-16.5 power, 17 apr, nature damage) Torogar (15-16.5 power, 17 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +17 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 cold / +19 temporal / +8 blinding light Burst (radius 1) on hit: +8 physical Damage against: +54% Undead When wielded/worn: Accuracy: +14 Armour: +10 Defense: +15 Damage when hit (Melee): 19 ice Changes resistances: +10% light / +48% darkness / +50% mind / +28% blight / +7% fire / +29% nature / +13% cold Changes resistances penetration: +19% cold Changes damage: +12% temporal / +8% light / +9% physical / +25% cold / +6% mind / +18% darkness Reduces incoming crit damage: 17.00% Mental save: +20 Stamina when hit: +4.20 Spellpower on spell critical (stacks up to 3 times): +8 Maximum psi: +88.00 Spellpower: +2 Mindpower: +27 Mental crit. chance: +10% Infravision radius: +3 Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +30 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. |
stralite longsword &039; (34-47.6 power, 5 apr) stralite longsword &039; (34-47.6 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 20% chance to gain 10% of a turn * 15% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +11 light / +17 blight / +25 cold / +33 mind Damage against: +25% Undead When wielded/worn: Armour penetration: +13 Physical crit. chance: +23.0% Physical power: +52 Changes stats: +1 Str / +2 Dex / +11 Con Changes resistances: +5% arcane Changes resistances penetration: +39% physical Changes damage: +13% physical Reduces incoming crit damage: 10.00% Disease immunity: +30% Disarm immunity: +48% Light radius: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
Bregatomas (47-65.8 power, 6 apr) Bregatomas (47-65.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 26% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 acid Burst (radius 1) on hit: +17 fire When wielded/worn: Accuracy: +29 Armour penetration: +14 Physical crit. chance: +24.0% Physical power: +25 Armour: +2 Defense: +2 Ranged Defense: +2 Changes stats: +9 Str / +9 Dex / +3 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances penetration: +14% lightning / +27% physical / +5% arcane Changes damage: +26% physical Spell save: +12 Silence immunity: +10% Disarm immunity: +35% Stamina when hit: +2.50 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Blunt and deadly. |
Silurissra the Thunderwill (43.5-60.9 power, 21 apr) Silurissra the Thunderwill (43.5-60.9 power, 21 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +48% Damage (Melee): +20 lightning / +15 cold / +20 mind When wielded/worn: Accuracy: +29 Armour penetration: +2 Physical crit. chance: +17.0% Fatigue: -4% Damage when hit (Melee): 12 lightning Changes stats: +8 Str / +6 Dex Changes resistances penetration: +16% acid / +13% darkness / +16% fire / +15% cold / +12% mind / +17% lightning Changes damage: +15% physical Critical mult.: +3.00% Reduces incoming crit damage: 17.00% Stamina when hit: +2.50 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. |
Flashwrack (59.5-65.45 power, 17 apr) Flashwrack (59.5-65.45 power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 59.5 - 65.5 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +17 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 20% chance to inflict damage reduction * 30% chance to daze * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 temporal / +20 bleed / +16 poison When wielded/worn: Accuracy: +10 Armour penetration: +24 Physical crit. chance: +20.0% Physical power: +28 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 19 temporal Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun / +11 Con Changes resistances: +15% blight / +13% temporal / +6% fire Changes resistances penetration: +15% lightning / +26% physical / +15% fire Changes damage: +10% physical / +6% nature / +6% fire Critical mult.: +19.00% Disarm immunity: +28% A long, leather whip. |
gloomy steel ritual blade of massacre (17-22.1 power, 6 apr) gloomy steel ritual blade of massacre (17-22.1 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / ritual blade ; tier 2 Base power: 17.0 - 22.1 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 10% darkness When wielded/worn: Changes damage: +9% darkness Spell crit. chance: +4% Light radius: -1 Infravision radius: +1 Sharp, short and deadly. |
dwarven-steel sceptre &039; (19-26.6 power, 4 apr) dwarven-steel sceptre &039; (19-26.6 power, 4 apr)Requires: - Magic 20 - Constitution 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 3 Base power: 19.0 - 26.6 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 4). When this weapon hits: Synaptic Static (10% chance level 4). Burst (radius 1) on hit: +32 arcane / +31 acid Damage conversion: 19% dreamforge / 19% arcane silence Damage against: +19% Horror When wielded/worn: Accuracy: +11 Defense: +11 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 blight / 4 fire Changes stats: +5 Str / +4 Mag / +5 Wil / +5 Con Changes resistances: +14% blight / +3% temporal / +12% fire Changes resistances penetration: +13% mind / +16% arcane Changes damage: +15% acid / +6% temporal / +16% arcane Physical save: +11 Spell save: +8 Mental save: +7 Life regen: +1.40 Mana each turn: +0.27 Spellpower: +33 Healing mod.: +20% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Blunt and deadly. |
Charserpent (35-49 power, 5 apr) Charserpent (35-49 power, 5 apr)Requires: - Magic 28 - Constitution 28 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 4 Base power: 35.0 - 49.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% When this weapon hits: Bone Nova (10% chance level 4). When this weapon hits: Synaptic Static (10% chance level 5). When this weapon hits: Blood Boil (20% chance level 10). When this weapon hits: Frozen Ground (10% chance level 5). Damage conversion: 22% dreamforge / 22% ice / 37% infective blight / 22% physical bleed When wielded/worn: Accuracy: +13 Physical crit. chance: +12.0% Armour: +10 Armour Hardiness: +10% Damage when hit (Melee): 8 acid Changes stats: +6 Dex / +5 Mag / +5 Wil Changes resistances: +25% blight / +13% physical / +9% acid Changes resistances penetration: +36% blight / +16% physical / +17% mind / +18% cold Changes damage: +33% acid / +6% fire Critical mult.: +22.00% Life regen: +3.30 Spellpower: +25 Healing mod.: +51% Blunt and deadly. |
Berurochik the Blazeobsidian (41-57.4 power, 6 apr) Berurochik the Blazeobsidian (41-57.4 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 50% Con Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% When this weapon hits: Bone Nova (10% chance level 4). When this weapon hits: Blood Boil (10% chance level 5). When this weapon hits: Corrosive Mist (10% chance level 4). Burst (radius 1) on hit: +24 blight / +50 fire / +39 light Damage conversion: 24% corrosive acid / 25% infective blight / 25% physical bleed Damage against: +30% Animal / +27% Aquatic When wielded/worn: Accuracy: +11 Armour: +11 Armour Hardiness: +12% Effects on melee hit: * 47% chance to corrode armor * 45% chance to blind Damage when hit (Melee): 8 lightning Changes stats: +3 Dex Changes resistances: +6% acid / +15% physical Changes resistances penetration: +20% blight / +19% physical / +10% light / +15% acid Changes damage: +19% blight / +18% fire / +19% light Mana each turn: +0.40 Spellpower: +29 Infravision radius: +6 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Blunt and deadly. |
Delodunatir (41.5-58.1 power, 6 apr) Delodunatir (41.5-58.1 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Base power: 41.5 - 58.1 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Rigor Mortis (10% chance level 5). When this weapon hits: Poison Storm (10% chance level 5). When this weapon hits: Nova (10% chance level 5). When this weapon hits: Bone Nova (10% chance level 4). Burst (radius 1) on hit: +50 cold Damage conversion: 25% crippling poison / 23% physical bleed / 25% darkness / 25% dazing lightning When wielded/worn: Armour penetration: +2 Physical crit. chance: +17.0% Armour: +21 Armour Hardiness: +24% Fatigue: -6% Changes stats: +2 Dex Changes resistances: +30% blight / +30% physical Changes resistances penetration: +20% lightning / +17% physical / +17% nature / +20% darkness Changes damage: +19% cold Critical mult.: +60.00% Maximum encumbrance: +30 Physical save: +12 Life regen: +4.00 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +7 Maximum stamina: +15.00 Spellpower: +15 Spell crit. chance: +15% Light radius: +5 Healing mod.: +55% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 196.26 light damage. Blunt and deadly. |
elm darkstaff (10-12 power, 2 apr, physical damage) elm darkstaff (10-12 power, 2 apr, physical damage)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff &039; (26-31.2 power, 3 apr, physical damage) ash magestaff &039; (26-31.2 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 26.0 - 31.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 lightning / +11 physical When wielded/worn: Accuracy: +20 Physical crit. chance: +25.0% Physical power: +9 Armour: +6 Defense: +15 Effects on melee hit: * 11% chance to blind * 47% chance to daze Changes stats: +3 Mag / +3 Wil Changes resistances: +6% nature Maximum wards: +2 cold Changes resistances penetration: +10% darkness / +8% cold Changes damage: +15% cold Talents granted: +3 Ward +1 Command Staff Critical mult.: +23.00% Spell save: +29 Mana each turn: +0.22 Maximum mana: +35.00 Spellpower: +35 Spell crit. chance: +12% Light radius: +3 Casting speed: +14% Paradox regeneration: -2.00 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff &039; (49-58.8 power, 3 apr, physical damage) ash magestaff &039; (49-58.8 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 49.0 - 58.8 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 draining blight / +19 physical Burst (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +30 Physical crit. chance: +24.0% Physical power: +9 Fatigue: -6% Changes stats: +13 Con Changes resistances: +5% arcane Changes resistances penetration: +24% arcane Changes damage: +35% arcane Talent granted: +1 Command Staff Critical mult.: +9.00% Maximum encumbrance: +10 Life regen: +3.30 Spellpower: +38 Spell crit. chance: +5% Healing mod.: +53% Life leech chance: +9% Life leech: +7% Staves designed for wielders of magic, by the greats of the art. |
Cloudwreck the yew starstaff (34-40.8 power, 4 apr, physical damage) Cloudwreck the yew starstaff (34-40.8 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 physical / +13 temporal When wielded/worn: Accuracy: +13 Physical crit. chance: +11.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning Changes stats: +4 Mag / +4 Wil Changes resistances: +3% lightning / +10% temporal / +10% light / +10% physical / +10% darkness Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +3% lightning / +20% physical / +20% darkness / +20% light / +20% temporal Talent granted: +1 Command Staff Mana each turn: +0.25 Maximum mana: +70.00 Spellpower: +47 Spell crit. chance: +25% Casting speed: +16% Damage Shield penetration: +40% Reduces paradox failures(equivalent to willpower): +18 Paradox regeneration: -3.00 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Ivissra (41-49.2 power, 4 apr, physical damage) Ivissra (41-49.2 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 41.0 - 49.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 physical When wielded/worn: Accuracy: +35 Physical crit. chance: +27.0% Physical power: +22 Damage (Melee): 19 nature Changes stats: +4 Con Changes resistances: +5% arcane / +3% temporal Changes damage: +41% arcane / +6% blight Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower on spell critical (stacks up to 3 times): +16 Spellpower: +57 Spell crit. chance: +22% Heals friendly targets nearby when you use a nature summon: +19 It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Mardygorn the yew vilestaff (20-24 power, 4 apr, physical damage) Mardygorn the yew vilestaff (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Armour: +10 Defense: +23 Ranged Defense: +4 Damage (Melee): 27 fire / 33 arcane / 9 % chance of confusion Changes stats: +1 Mag / +6 Cun / +6 Con Changes resistances: +9% light / +3% mind Maximum wards: +3 fire Changes resistances penetration: +10% fire Changes damage: +3% arcane / +20% fire Talents granted: +3 Ward +1 Command Staff Critical mult.: +27.00% Spell save: +3 Stun/Freeze immunity: +10% Life regen: +1.10 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Maximum pos.energy: +38.00 Spellpower: +46 Spell crit. chance: +13% See invisible: +13 Healing mod.: +22% Damage Shield penetration: +23% It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Sunwill (20-24 power, 4 apr, physical damage) Sunwill (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 arcane / +8 light Burst (radius 2) on crit: +4 mind When wielded/worn: Armour: +18 Armour Hardiness: +8% Defense: +9 Damage (Melee): 27 fire Damage when hit (Melee): 20 light Changes stats: +10 Mag / +4 Wil / +7 Cun / +6 Con Maximum wards: +3 darkness / +3 temporal / +3 light / +3 physical Changes resistances penetration: +10% darkness / +10% temporal / +10% light / +10% physical Changes damage: +20% physical / +20% temporal / +20% light / +20% darkness Talents granted: +3 Ward +1 Command Staff Critical mult.: +50.00% Physical save: +18 Spell save: +10 Mental save: +7 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +58.00 Maximum vim: +37.00 Maximum neg.energy: +37.00 Spellpower: +33 Spell crit. chance: +13% Mental crit. chance: +3% See invisible: +14 It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Bokogen the elven-wood magestaff (23-27.6 power, 5 apr, physical damage) Bokogen the elven-wood magestaff (23-27.6 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 23.0 - 27.6 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +15 Physical crit. chance: +30.0% Physical power: +10 Armour: +21 Defense: +40 Damage (Melee): 8 % chance of confusion / 38 arcane / 31 fire Changes resistances: +18% cold Maximum wards: +3 fire Changes damage: +35% fire Talents granted: +7 Ward +1 Command Staff Critical mult.: +61.00% Reduces incoming crit damage: 5.00% Physical save: +26 Spell save: +26 Mental save: +25 Life regen: +0.40 Maximum mana: +95.00 Spellpower: +51 Spell crit. chance: +20% See invisible: +13 Damage Shield penetration: +42% Staves designed for wielders of magic, by the greats of the art. |
Nightrebel (25-30 power, 5 apr, physical damage) Nightrebel (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +23 Physical crit. chance: +16.0% Physical power: +26 Defense: +17 Ranged Defense: +4 Effects on melee hit: * 17% chance to disease Damage (Melee): 31 fire Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness / +9% temporal Changes resistances penetration: +12% darkness / +12% temporal / +12% light / +12% physical Changes damage: +25% physical / +25% temporal / +25% light / +25% darkness Talent granted: +1 Command Staff Critical mult.: +60.00% Physical save: +20 Spell save: +11 Mental save: +13 Disease immunity: +20% Confusion immunity: +15% Mana each turn: +0.31 Vim when firing critical spell: +4.00 Maximum mana: +81.00 Maximum vim: +34.00 Spellpower: +46 Spell crit. chance: +19% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff &039; (35-42 power, 5 apr, physical damage) elven-wood magestaff &039; (35-42 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 blight / +4 lightning Burst (radius 1) on hit: +4 temporal When wielded/worn: Physical crit. chance: +12.0% Armour: +10 Armour Hardiness: +9% Effects on melee hit: * 27% chance to disease Damage (Melee): 39 arcane / 27 fire Damage when hit (Melee): 8 blight Changes resistances: +3% blight / +12% temporal Changes resistances penetration: +18% lightning / +5% blight Changes damage: +35% lightning Talent granted: +1 Command Staff Critical mult.: +28.00% Physical save: +8 Mana each turn: +0.34 Vim when firing critical spell: +5.00 Maximum mana: +100.00 Maximum vim: +34.00 Maximum neg.energy: +39.00 Spellpower: +66 Spell crit. chance: +20% Light radius: -1 See invisible: +15 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Glimmerrain (42-50.4 power, 6 apr, physical damage) Glimmerrain (42-50.4 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 1) on hit: +8 light When wielded/worn: Defense: +24 Damage (Melee): 9 % chance of confusion / 26 fire Damage when hit (Melee): 12 light Changes stats: +2 Wil / +3 Con Changes resistances: +21% cold / +14% temporal Changes damage: +3% temporal / +42% cold Talent granted: +1 Command Staff Critical mult.: +40.00% Reduces incoming crit damage: 5.00% Maximum encumbrance: +30 Physical save: +12 Spell save: +14 Mental save: +15 Mana each turn: +0.34 Maximum mana: +77.00 Maximum stamina: +30.00 Spellpower: +36 Spell crit. chance: +38% See invisible: +20 Movement speed: +20% Damage Shield penetration: +42% Defense after a teleport: +35 Resist all after a teleport: +21% New effects duration reduction after a teleport: +39% Reduces paradox failures(equivalent to willpower): +47 Staves designed for wielders of magic, by the greats of the art. |
Splendourgrind (30-36 power, 6 apr, physical damage) Splendourgrind (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 47% Damage (Melee): +20 acid / +20 draining blight / +8 light Burst (radius 1) on hit: +4 light When wielded/worn: Physical crit. chance: +14.0% Armour: +11 Armour Hardiness: +8% Effects on melee hit: * 15% chance to corrode armor Damage (Melee): 42 arcane / 68 fire Changes stats: +5 Mag / +5 Wil Changes damage: +30% lightning / +6% acid Talent granted: +1 Command Staff Critical mult.: +79.00% Physical save: +10 Mana each turn: +0.37 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +318.00 Maximum neg.energy: +50.00 Spellpower: +71 Spell crit. chance: +13% Light radius: -1 See invisible: +40 Life leech chance: +14% Life leech: +11% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Tezor (42-50.4 power, 6 apr, physical damage) Tezor (42-50.4 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Armour: +8 Defense: +8 Changes stats: +3 Str / +16 Mag / +6 Wil / +8 Cun / +9 Con Changes resistances: +15% lightning / +15% fire / +15% arcane / +21% cold Maximum wards: +2 lightning / +2 fire / +2 arcane / +2 cold Changes resistances penetration: +20% arcane / +10% blight Changes damage: +30% lightning / +3% blight / +30% fire / +30% arcane / +42% cold Talents granted: +3 Ward +1 Command Staff Critical mult.: +49.00% Mana each turn: +0.36 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Maximum vim: +50.00 Maximum neg.energy: +42.00 Spellpower: +23 Spell crit. chance: +5% Damage Shield penetration: +20% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Yaralin the Chargebait (52-62.4 power, 6 apr, physical damage) Yaralin the Chargebait (52-62.4 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 52.0 - 62.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +23 Effects on melee hit: * 47% chance to daze Damage (Melee): 11 % chance of confusion / 35 fire Damage when hit (Melee): 8 lightning Changes stats: +6 Mag / +5 Wil Changes resistances penetration: +26% physical Changes damage: +3% lightning / +52% physical / +6% arcane Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +22 Maximum mana: +75.00 Spellpower: +55 Spell crit. chance: +17% See invisible: +19 Damage Shield penetration: +41% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff &039; (23-27.6 power, 6 apr, physical damage) dragonbone magestaff &039; (23-27.6 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 draining blight Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +15.0% Defense: +15 Effects on melee hit: * 20% chance to disease * Slows global speed by 30% * 19% chance to blind Damage when hit (Melee): 4 fire Changes stats: +2 Dex Changes resistances: +3% lightning / +15% cold Changes resistances penetration: +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +19.00% Physical save: +29 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +20 Maximum life: +20.00 Maximum vim: +40.00 Spellpower: +41 Spell crit. chance: +5% Light radius: +5 Life leech chance: +15% Life leech: +12% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Ivory Carver (30-45 power, 20 apr) Ivory Carver (30-45 power, 20 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 light When wielded/worn: Accuracy: +10 Carved from the horn of a strange beast from distant Tar& |
stralite greatmaul &039; (74.5-111.75 power, 3 apr) stralite greatmaul &039; (74.5-111.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 74.5 - 111.8 Uses stat: 120% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +3 Physical crit. chance: +12.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +65 insidious poison Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +38 Armour penetration: +33 Physical crit. chance: +19.0% Physical power: +19 Changes stats: +9 Str / +7 Dex Changes resistances: +6% nature / +5% arcane / +6% light Changes resistances penetration: +31% physical / +34% mind / +35% darkness Changes damage: +54% physical Spell save: +3 Stamina when hit: +3.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatsword of erosion (24.5-39.2 power, 2 apr)steel greatsword of erosion (24.5-39.2 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 nature / +7 temporal Massive two-handed swords. |
Emelavena the voratun greatsword (64-102.4 power, 4 apr) Emelavena the voratun greatsword (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to corrode armor * 34 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 temporal / +26 darkness / +19 nature Burst (radius 2) on crit: +60 ice / +8 mind Damage against: +21% Living / +41% Unnatural When wielded/worn: Accuracy: +21 Physical crit. chance: +33.0% Physical power: +39 Armour: +38 Changes stats: +10 Str / +7 Wil Changes resistances penetration: +10% blight / +40% cold Changes damage: +19% physical Stamina when hit: +4.00 Mana when firing critical spell: +2.00 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% Massive two-handed swords. |
voratun greatsword &039; (72-115.2 power, 4 apr) voratun greatsword &039; (72-115.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 4.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 72.0 - 115.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +23 temporal / +23 cold When wielded/worn: Accuracy: +54 Armour penetration: +2 Physical crit. chance: +17.0% Physical power: +23 Damage when hit (Melee): 27 temporal Changes stats: +14 Str / +9 Dex / +16 Con Changes resistances: +19% temporal Changes resistances penetration: +29% physical / +20% mind / +20% darkness Changes damage: +34% physical Spell save: +6 Disarm immunity: +80% Stamina when hit: +7.00 Mana when firing critical spell: +2.00 * Grants [Heavy Strike] Talent Massive two-handed swords. |
dragonbone greatclub &039; (80-120 power, 4 apr) dragonbone greatclub &039; (80-120 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target Damage (Melee): +22 acid / +15 bleed / +6 temporal / +12 blinding light Burst (radius 1) on hit: +8 acid / +4 fire When wielded/worn: Accuracy: +18 Armour penetration: +18 Physical crit. chance: +29.0% Defense: +11 Damage when hit (Melee): 8 acid Changes stats: +1 Wil Changes resistances: +30% light / +28% mind Changes resistances penetration: +15% physical / +17% mind / +18% darkness Changes damage: +28% physical / +12% light / +12% darkness Talent masteries: +0.24 Psionic / Voracity +0.24 Cursed / Dark sustenance Critical mult.: +10.00% Mana each turn: +0.08 Hate per kill: +5.00 Psi per kill: +6.00 Mental crit. chance: +10% Infravision radius: +4 See stealth: +21 See invisible: +11 * Grants [Heavy Strike] Talent It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. Massive two-handed clubs. |
Erylen (96-153.6 power, 10 apr) Erylen (96-153.6 power, 10 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear ; tier 5 It must be held with both hands. Base power: 96.0 - 153.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 40% chance to disease * 40% chance to corrode armor * Random elemental explosion On weapon crit: * wounds the target reducing their healing Thrust Range: 2 When wielded/worn: Accuracy: +18 Armour penetration: +18 Physical crit. chance: +34.0% Physical power: +35 Defense: +15 Changes stats: +4 Mag / +7 Wil Changes resistances: +3% light / +6% nature Changes resistances penetration: +33% acid / +12% physical / +18% cold / +21% fire / +17% lightning Changes damage: +17% physical Blindness immunity: +10% Knockback immunity: +15% Life regen: +3.00 Mana each turn: +0.08 Spellpower: +18 A heavy spear. |
Frozen Lance (30-48 power, 10 apr) Frozen Lance (30-48 power, 10 apr)Requires: - Strength 22 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatspear It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +2.0% Attack speed: 83% Burst (radius 1) on hit: +20 ice Thrust Range: 2 When wielded/worn: Armour: +8 Changes damage: +15% cold You are unable to tell whether this lance is crafted from steel or ice. |
Obsidianwasp the cashmere robe (6 def, 4 armour) Obsidianwasp the cashmere robe (6 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +6 Changes stats: +14 Mag / +13 Wil / +7 Cun / +14 Con Changes resistances: +9% acid / +21% darkness / +14% blight / +30% lightning / +18% mind / +52% nature Changes resistances penetration: +19% darkness / +11% physical Changes damage: +14% physical / +35% nature / +14% darkness Critical mult.: +16.00% Physical save: +40 Spell save: +16 Mental save: +29 Poison immunity: +67% Disease immunity: +76% Life regen: +4.10 Mana each turn: +0.42 Psi each turn: +0.47 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum life: +73.00 Maximum hate: +11.00 Mindpower: +8 Mental crit. chance: +3% Healing mod.: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe &039; (2 def, 0 armour) cashmere robe &039; (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * Slows global speed by 15% * 15% chance to blind Changes stats: +12 Mag / +7 Wil / +4 Cun / +7 Con Changes resistances: +40% temporal / +45% light / +43% blight / +9% nature / +5% arcane Changes resistances penetration: +5% arcane / +11% temporal Changes damage: +29% temporal / +30% light / +16% blight / +12% arcane / +14% nature / +14% darkness Poison immunity: +35% Disease immunity: +30% Life regen: +8.30 Mana each turn: +0.56 Psi each turn: +0.28 Maximum life: +144.00 Maximum mana: +76.00 Spellpower: +32 Spell crit. chance: +19% Healing mod.: +44% Reduces paradox failures(equivalent to willpower): +23 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Growtrial (8 def, 5 armour) Growtrial (8 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +8 Effects on melee hit: * Slows global speed by 15% Changes stats: +13 Mag / +13 Wil / +9 Cun / +8 Con Changes resistances: +3% light / +6% fire / +17% mind / +23% darkness Changes resistances penetration: +14% mind / +15% nature Changes damage: +17% mind / +17% nature Critical mult.: +17.00% Physical save: +43 Spell save: +41 Mental save: +63 Poison immunity: +44% Disease immunity: +41% Cut immunity: +5% Silence immunity: +40% Teleport immunity: +10% Mana each turn: +0.34 Psi each turn: +1.10 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +33.00 Spellpower: +21 Spell crit. chance: +5% Mindpower: +14 Mental crit. chance: +7% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Obsidiansteel the silk robe (8 def, 5 armour) Obsidiansteel the silk robe (8 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +8 Effects on melee hit: * 47% chance to daze Damage when hit (Melee): 8 darkness Changes stats: +29 Mag / +20 Wil Changes resistances: +11% lightning / +12% temporal / +23% darkness / +29% fire / +16% acid / +18% physical / +27% blight / +29% cold / +26% mind / +11% light Changes resistances penetration: +13% temporal Changes damage: +11% acid / +17% temporal / +24% darkness / +3% lightning / +11% fire / +13% cold / +9% mind / +13% physical Talent cooldown: Refit Golem (-6 turns) Physical save: +63 Spell save: +52 Mental save: +54 Silence immunity: +83% Life regen: +4.30 Mana each turn: +0.33 Psi each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +61.00 Spellpower: +31 Healing mod.: +26% Reduces paradox failures(equivalent to willpower): +27 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelydarin the cured leather armour (11 def, 4 armour) Emelydarin the cured leather armour (11 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +21 Physical crit. chance: +6.0% Armour: +4 Defense: +11 Fatigue: +7% Damage (Melee): 7 arcane / 7 acid Damage (Ranged): 7 arcane / 7 acid Damage when hit (Melee): 8 acid / 9 fire / 9 cold / 8 lightning Changes stats: +7 Str / +11 Wil / +12 Cun Changes resistances: +35% acid / +9% physical / +14% darkness / +29% fire / +9% blight / +29% cold / +16% nature / +9% lightning Reduces incoming crit damage: 10.00% Physical save: +20 Mental save: +29 Life regen: +2.00 Stamina each turn: +0.90 Mana each turn: +0.22 Maximum life: +58.00 Spellpower: +13 Light radius: +2 Healing mod.: +18% Chance to avoid any damage: +8% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Lorydunarion the Sepsisworm (29 def, 12 armour) Lorydunarion the Sepsisworm (29 def, 12 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +29 Ranged Defense: +31 Fatigue: +8% Effects on melee hit: * Slows global speed by 45% Damage (Melee): 9 lightning / 9 temporal Damage (Ranged): 9 lightning / 9 temporal Damage when hit (Melee): 12 acid / 12 light / 12 fire / 12 lightning / 11 cold Changes stats: +5 Dex / +12 Wil / +8 Cun Changes resistances: +34% lightning / +26% temporal / +52% darkness / +12% fire / +35% acid / +1% physical / +26% blight / +46% cold / +9% mind Allows you to breathe in: water Mental save: +43 Poison immunity: +10% Silence immunity: +45% Confusion immunity: +10% Life regen: +12.60 Light radius: +2 Movement speed: +20% Healing mod.: +26% Defense after a teleport: +26 Resist all after a teleport: +16% New effects duration reduction after a teleport: +20% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A suit of armour made of leather. |
Moldtooth the reinforced leather armour (54 def, 21 armour) Moldtooth the reinforced leather armour (54 def, 21 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +29 Physical crit. chance: +24.0% Physical power: +20 Armour: +21 Defense: +54 Ranged Defense: +14 Fatigue: +8% Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 20 acid / 18 fire / 9 arcane Damage (Ranged): 9 arcane Damage when hit (Melee): 12 acid / 15 fire / 8 nature Changes stats: +16 Str / +5 Dex / +9 Mag / +9 Wil / +5 Cun Changes resistances: +18% lightning / +12% physical / +18% darkness / +39% cold / +26% fire / +39% acid Changes resistances penetration: +29% nature / +10% arcane Changes damage: +3% arcane Allows you to breathe in: water Mental save: +20 Stamina each turn: +2.20 Mana each turn: +0.34 Spellpower: +35 Spell crit. chance: +9% Mindpower: +18 Mental crit. chance: +7% Light radius: +2 Movement speed: +20% Chance to avoid any damage: +20% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
Yaruledor (23 def, 8 armour) Yaruledor (23 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +34 Physical crit. chance: +20.0% Armour: +8 Defense: +23 Ranged Defense: +23 Fatigue: +8% Damage when hit (Melee): 40 physical Changes stats: +25 Str / +29 Dex / +9 Mag / +8 Wil / +9 Cun Changes resistances: +12% acid / +12% physical / +20% darkness Physical save: +21 Stamina each turn: +2.80 Hate when firing a critical mind attack: +5.00 Light radius: +2 Movement speed: +40% Combat speed: +15% Casting speed: +15% Mental speed: +15% Chance to avoid any damage: +21% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Ce& Ce&Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +17.0% Physical power: +12 Defense: +23 Changes stats: +11 Str / +29 Dex / +6 Wil / +29 Cun / +8 Lck Changes resistances: +14% blight Changes resistances penetration: +16% physical Changes damage: +9% mind / +24% physical Trap disarming bonus: +30 Stealth bonus: +28 Maximum encumbrance: +20 Physical save: +32 Spell save: +28 Mental save: +20 Maximum life: +60.00 Mindpower: +12 Mental crit. chance: +42% Infravision radius: +6 Size category: +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Koriregomnir KoriregomnirInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +12 Physical crit. chance: +17.0% Physical power: +6 Armour: +23 Defense: +27 Damage when hit (Melee): 12 blight Changes stats: +11 Dex / +4 Wil / +11 Cun / +6 Con / +9 Lck Changes resistances: +15% lightning / +14% temporal Changes resistances penetration: +15% blight Critical mult.: +15.00% Trap disarming bonus: +28 Stealth bonus: +14 Physical save: +29 Mental save: +24 Life regen: +3.30 Maximum life: +180.00 Mindpower: +9 Mental crit. chance: +14% Infravision radius: +6 Healing mod.: +42% A belt that goes around your waist. |
Abyssrain (24 def, 25 armour) Abyssrain (24 def, 25 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +8 Physical crit. chance: +5.0% Armour: +25 Defense: +24 Damage when hit (Melee): 12 fire Changes stats: +11 Str / +3 Dex / +8 Mag / +7 Wil / +4 Cun / +11 Con Changes resistances: +22% cold Reduces incoming crit damage: 17.00% Maximum encumbrance: +40 Physical save: +55 Spell save: +58 Mental save: +47 Maximum life: +158.00 Maximum mana: +50.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots &039; (32 def, 3 armour) pair of hardened leather boots &039; (32 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +10 Armour: +3 Defense: +32 Ranged Defense: +12 Fatigue: +3% Damage when hit (Melee): 16 blight Changes stats: +4 Str / +3 Mag / +4 Wil / +4 Con Changes resistances: +15% nature Changes resistances penetration: +10% physical Changes damage: +9% arcane Stamina each turn: +0.90 Mana when firing critical spell: +3.00 Maximum mana: +60.00 Maximum stamina: +27.00 Spellpower: +5 Movement speed: +20% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
pair of drakeskin leather boots &039; (29 def, 5 armour) pair of drakeskin leather boots &039; (29 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Defense: +29 Ranged Defense: +23 Fatigue: -4% Damage when hit (Melee): 8 mind Changes stats: +13 Str / +2 Dex / +6 Cun / +11 Con Changes resistances: +5% arcane Changes damage: +10% physical Physical save: +21 Spell save: +15 Mental save: +36 Life regen: +3.40 Stamina each turn: +2.10 Maximum life: +57.00 Maximum stamina: +29.00 Movement speed: +10% Healing mod.: +37% Size category: +1 Activating this item is instant. 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: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Earthgore the pair of dwarven-steel boots (24 def, 11 armour) Earthgore the pair of dwarven-steel boots (24 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 Armour: +11 Defense: +24 Ranged Defense: +7 Fatigue: -5% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 23 nature / 12 blight Changes stats: +4 Wil / +18 Mag Changes resistances: +11% acid / +11% cold / +8% fire / +6% nature / +11% lightning Changes damage: +16% acid / +22% blight Maximum encumbrance: +35 Physical save: +11 Disease immunity: +76% Silence immunity: +38% Confusion immunity: +36% Stun/Freeze immunity: +38% Stamina each turn: +0.90 Maximum stamina: +28.00 Spellpower: +16 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
steady rough leather gloves of magic (+3) (0 def, 1 armour) 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: +6 Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +6 Mental save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 381.76 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. iron gauntlets of strength (+3) (0 def, 1 armour)iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
Frostfire Gauntlets (0 def, 3 armour) Frostfire Gauntlets (0 def, 3 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 It can be used to activate talent Cold Flames (costing 20 power out of 30/30) : Effective talent level: 2.6 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 167.71 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Velirin the cashmere wizard hat (2 def, 8 armour) Velirin the cashmere wizard hat (2 def, 8 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Damage when hit (Melee): 8 mind Changes stats: +8 Wil / +13 Cun / +7 Con Changes resistances: +28% physical / +93% darkness / +9% mind Changes resistances penetration: +10% mind Changes damage: +10% acid / +25% physical / +44% darkness / +11% lightning / +11% cold / +35% arcane / +10% fire Mental save: +33 Confusion immunity: -20% Fear immunity: -20% Life regen: +3.50 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +50.00 Maximum hate: +22.00 Mindpower: +16 Mental crit. chance: +15% Damage Shield Power: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 497 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Galemark the elven-silk wizard hat (3 def, 0 armour) Galemark the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 Physical power: +6 Defense: +3 Damage when hit (Melee): 4 lightning Changes stats: +19 Cun / +18 Wil Changes resistances: +18% temporal / +23% darkness / +17% blight / +20% mind / +5% arcane Changes damage: +17% blight / +18% temporal / +16% darkness / +16% mind Physical save: +16 Mental save: +14 Life regen: +10.30 Mana each turn: +3.00 Mana when hit: +3.00 Maximum mana: +93.00 Maximum psi: +24.00 Spellpower: +10 Mindpower: +27 Mental crit. chance: +5% Damage Shield Power: +28% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 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. rough leather cap of dexterity (+3) (0 def, 1 armour)rough leather cap of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
Offalstreak (3 def, 0 armour) Offalstreak (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 Armour penetration: +3 Physical crit. chance: +1.0% Defense: +3 Effects on melee hit: * Slows global speed by 30% Changes stats: +16 Mag / +17 Wil / +16 Cun / +7 Con Changes resistances: +6% nature / +20% physical / +17% darkness / +27% light Changes damage: +17% physical / +18% light / +6% nature / +18% arcane / +17% darkness Reduces incoming crit damage: 5.00% Spell save: +12 Mental save: +27 Confusion immunity: -20% Fear immunity: -20% Life regen: +9.20 Mana each turn: +2.10 Psi each turn: +0.40 Mana when hit: +2.70 Maximum mana: +95.00 Maximum hate: +15.00 Spellpower: +9 Mindpower: +21 Mental crit. chance: +16% Damage Shield Power: +25% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.0 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 28 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... |
drakeskin leather cap &039; (8 def, 20 armour) drakeskin leather cap &039; (8 def, 20 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +15 Armour: +20 Defense: +8 Fatigue: +5% Damage when hit (Melee): 8 arcane / 8 mind Changes stats: +22 Str / +20 Dex / +7 Wil / +11 Cun / +5 Con Changes resistances: +15% acid / +15% physical / +15% lightning / +15% fire / +15% cold / +7% all Changes resistances penetration: +5% arcane Physical save: +30 Stamina when hit: +2.60 Equilibrium when hit: +2.04 Mental crit. chance: +2% Infravision radius: +4 A cap made of leather. |
Rootspike RootspikeRequires: - Magic 20 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +2 Mag / +7 Wil / +1 Cun Changes resistances: +58% lightning / +58% physical / +23% light / +13% darkness / +26% fire / +45% cold / +23% mind / +91% acid Reduce damage by fixed amount: +3 all Maximum wards: +10 lightning / +11 physical / +3 light / +4 darkness / +7 fire / +8 cold / +3 mind / +16 acid Changes resistances penetration: +10% temporal Changes damage: +32% acid / +16% physical / +9% nature / +16% lightning Reduced damage from: +26% Dragon / +16% Horror Talent granted: +25 Ward Physical save: +16 Spell save: +16 Mental save: +15 Psi each turn: +1.80 Maximum psi: +40.00 Slows Projectiles: +20% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. brass lantern of focusbrass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +2 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. |
brass lantern of the moons brass lantern of the moonsPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Light radius: +2 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 619.73 damage. The damage dealt will increase with your Spellpower. 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. |
woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glareblack (dig speed 1 turns) Glareblack (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +13 Physical crit. chance: +30.0% Physical power: +16 Armour: +4 Defense: +7 Effects on melee hit: * 45% chance to blind Changes stats: +27 Str / +23 Wil / +3 Con Changes resistances: +3% acid / +7% physical / +13% nature Changes damage: +6% light / +11% fire / +8% mind / +8% nature Critical mult.: +30.00% Mental save: +9 Cut immunity: +10% Silence immunity: +5% Mental crit. chance: +29% Light radius: +3 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gorandil the Stormrace (dig speed 6 turns) Gorandil the Stormrace (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +18 Physical power: +14 Fatigue: -16% Effects on melee hit: * 30% chance to daze Changes stats: +12 Str / +12 Dex / +10 Cun Changes resistances: +6% lightning / +12% mind / +29% nature / +27% darkness Changes damage: +20% nature Damage affinity(heal): +30% darkness Grants telepathy: Humanoid/Orc Mental crit. chance: +1% Infravision radius: +29 Movement speed: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered 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 Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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. |
rod of disarming (2/2) rod of disarming (2/2)Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to disarm any known traps in a line, costing 50 power out of 100/100. A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
This item will automatically be transmogrified when you leave the level. rod of trap detection (1/1)rod of trap detection (1/1) Powered by unknown forces 2.00 Encumbrance. Type: charm / rod It can be used to detect traps in a radius of 25, costing 10 power out of 10/10. A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
stralite torque of kinetic psionic shield &039; [power 131] (20 cooldown) stralite torque of kinetic psionic shield &039; [power 131] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +5% arcane Maximum wards: +6 physical / +9 mind / +9 darkness Changes resistances penetration: +10% light Changes damage: +9% light / +9% nature Talent cooldown: Telekinetic Blast (+15 turn) Talents granted: +13 Telekinetic Blast +2 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing &039; [power 120] (35 cooldown) ash totem of healing &039; [power 120] (35 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid / 16 temporal Changes resistances: +9% temporal Maximum wards: +6 blight / +6 fire / +6 cold Changes damage: +6% nature / +3% temporal Talents granted: +3 Rushing Claws +3 Lay Web +2 Ward Stamina when hit: +1.30 It can be used to heal the target for 120, and remove up to 2 poisons or diseases, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash wand of clairvoyance &039; [power 16] (14 cooldown) ash wand of clairvoyance &039; [power 16] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +4 Physical power: +2 Damage when hit (Melee): 20 blight Changes stats: +2 Con Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes damage: +12% physical Talent cooldown: Void Blast (+18 turn) Talents granted: +8 Void Blast +1 Ward +3 Volcano Critical mult.: +3.00% Stamina each turn: +0.80 Mana each turn: +0.24 Maximum vim: +11.00 Maximum neg.energy: +11.00 Infravision radius: +2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sootbloom the dragonbone wand of conjuration [power 709] (14 cooldown) Sootbloom the dragonbone wand of conjuration [power 709] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun Maximum wards: +5 lightning / +4 temporal / +5 blight / +3 fire / +5 cold Changes damage: +9% mind / +6% darkness Talent cooldown: Void Blast (+18 turn) Talents granted: +3 Volcano +10 Strike +5 Void Blast +1 Ward Mental save: +21 Mana each turn: +0.47 Maximum neg.energy: +14.00 Mindpower: +4 Infravision radius: +3 It can be used to fire a bolt of a random element (dam 354-709), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Boss of Bosses (Madness (Roguelike) difficulty)
Slain enough enemies to reach Elite Boss rank.By Haunt Malarky the Drow Necromancer level 21
11st Dusk 122nd year of Ascendancy at 17:58 see stats
Bosslike (Madness (Roguelike) difficulty)
Slain enough enemies to reach Boss rank.By Haunt Malarky the Drow Necromancer level 8
7th Flare 122nd year of Ascendancy at 12:47 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Haunt Malarky the Drow Necromancer level 6
3rd Flare 122nd year of Ascendancy at 12:57 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Haunt Malarky the Drow Necromancer level 10
10th Dusk 122nd year of Ascendancy at 21:50 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Haunt Malarky the Drow Necromancer level 20
11st Dusk 122nd year of Ascendancy at 16:26 see stats
One of a Kind (Madness (Roguelike) difficulty)
Slain enough enemies to reach Unique rank.By Haunt Malarky the Drow Necromancer level 7
6th Flare 122nd year of Ascendancy at 12:37 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Haunt Malarky the Drow Necromancer level 8
7th Dusk 122nd year of Ascendancy at 11:44 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Haunt Malarky the Drow Necromancer level 7
6th Flare 122nd year of Ascendancy at 18:50 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Haunt Malarky the Drow Necromancer level 7
4th Flare 122nd year of Ascendancy at 22:49 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Haunt Malarky the Drow Necromancer level 8
7th Dusk 122nd year of Ascendancy at 11:45 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Haunt Malarky the Drow Necromancer level 12
11st Dusk 122nd year of Ascendancy at 00:16 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Haunt Malarky the Drow Necromancer level 24
18th Dusk 122nd year of Ascendancy at 03:09 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Haunt Malarky the Drow Necromancer level 24
12nd Dusk 122nd year of Ascendancy at 05:57 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Haunt Malarky the Drow Necromancer level 8
7th Flare 122nd year of Ascendancy at 20:32 see stats
Log
Exsanguinate from Haunt Malarky hits Rattlesnake for 1130 physical damage.
Haunt Malarky receives 862 healing from Exsanguinate from Haunt Malarky.
Exsanguinate from Haunt Malarky hits Rattlesnake for 1130 physical damage.
Exsanguinate from Haunt Malarky killed Rattlesnake!
Exsanguinate from Haunt Malarky killed Rattlesnake!
Haunt Malarky receives 862 healing from Exsanguinate from Haunt Malarky.
Exsanguinate from Haunt Malarky hits Rattlesnake for 1130 physical damage.
Exsanguinate from Haunt Malarky killed Rattlesnake!
Haunt Malarky receives 862 healing from Exsanguinate from Haunt Malarky.
Exsanguinate from Haunt Malarky hits Rattlesnake for 1130 physical damage.
Exsanguinate from Haunt Malarky killed Rattlesnake!
Haunt Malarky picks up (O.): reconstruction rune of the warrior (heal 300; cure a cut or wound).
Haunt Malarky picks up (d.): sun infusion (rad 7; power 21; turns 4; dispells darkness).
Haunt Malarky picks up (v.): infusion patch of clearing.
Haunt Malarky picks up (U.): acid wave rune (144 acid damage; dur 5; apply 20).
Haunt Malarky picks up (A.): manasurge rune (965% regen over 10 turns; 48 instant mana).
Haunt Malarky picks up (A.): manasurge rune (755% regen over 10 turns; 38 instant mana).
Haunt Malarky picks up (e.): sun infusion of the titan (rad 6; power 98; turns 5; dispells darkness).
Haunt Malarky picks up (7.): scroll of teleportation.
Talent Exsanguinate is ready to use.
Haunt Malarky picks up (w.): infusion patch of clearing.
Haunt Malarky is no longer surging arcane power.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
