Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Bulwark |
Level / Exp | 50 / 763% |
Size | big |
Lifes / Deaths | Killed by Mayirema the orc high cryomancer at level 50 on the 19th Haze 124th year of Ascendancy at 08:36 0 / 9Killed by Elandar at level 50 on the 22nd Haze 124th year of Ascendancy at 03:01 Killed by Argoniel at level 50 on the 22nd Haze 124th year of Ascendancy at 06:20 Killed by Argoniel at level 50 on the 22nd Haze 124th year of Ascendancy at 11:42 Killed by Elandar at level 50 on the 22nd Haze 124th year of Ascendancy at 16:26 Killed by Argoniel at level 50 on the 22nd Haze 124th year of Ascendancy at 18:34 Killed by Elandar at level 50 on the 22nd Haze 124th year of Ascendancy at 23:10 Killed by Elandar at level 50 on the 23rd Haze 124th year of Ascendancy at 05:16 Killed by Elandar at level 50 on the 23rd Haze 124th year of Ascendancy at 09:00 |
Primary Stats
Strength | 150 (base 60) |
Dexterity | 65 (base 54) |
Constitution | 81 (base 17) |
Magic | 70 (base 60) |
Willpower | 17 (base 8) |
Cunning | 55 (base 37) |
Resources
Life | -13/2156 |
Mana | 469/469 |
Stamina | 14/308 |
Positive | 215/216 |
Healing Factor | 2.29 |
Regeneration | 32.443682576151 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 10 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 284 |
Accuracy | 78 |
Crit Chance | 86% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49.066666666667 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 33.96 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
All | +16% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 128.21692112527 (100%) |
Defense | 60.4315943729 |
Ranged Defense | 63.4315943729 |
Fatigue | 0 |
Physical Save | 80.37 |
Spell Save | 59.15 |
Mental Save | 51.733333333333 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 57% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 39 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1092 damage for 8 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 852 damage for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 49 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 10 turns. While Heroism is active, you will only die when reaching -1474 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 39 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1104% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1053% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Two-handed weapons | 0.90 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield Wall |
talent | Berserker |
talent | Chant of Fortress |
detrimental effect | The target is hexed. Each time it uses an ability it takes 102.53 fire damage, and talent cooldowns are increased by 100% plus 1 turn. Burning Hex |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by stone troll. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Isassra the brown bear. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Ivumitta the skeleton archer. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1112. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Velitira the dwarven lantern Velitira the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical power: +2 (+0 eff.) Armour: +6 Defense: +15 (+4 eff.) Changes resistances penetration: +14% all Physical save: +20 (+4 eff.) Spell save: +47 (+12 eff.) Mental save: +20 (+7 eff.) Pinning immunity: +10% Maximum life: +80.00 Light radius: +6 Healing mod.: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | elven-silk wizard hat 'Xanena' (3 def, 0 armour) elven-silk wizard hat 'Xanena' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances penetration: +15% acid Changes damage: +15% acid / +15% lightning / +12% cold / +9% arcane / +13% fire Reduces incoming crit damage: 15.00% Life regen: +5.80 Mana each turn: +0.21 Maximum stamina: +15.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Healing mod.: +10% Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
On hands | Utter Bestness!!! (0 def, 3 armour) Utter Bestness!!! (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +39.0% Physical power: +16 (+2 eff.) Armour: +3 Changes stats: +5 Str / +8 Dex / +2 Mag Changes damage: +9% fire Critical mult.: +30.00% Spell crit. chance: +35% Mental crit. chance: +40% Infravision radius: +3 When used to modify unarmed attacks: Base power: 50.5 - 55.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +44.0% Attack speed: 100% When this weapon crits: Cripple (40% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dragonbone wand of conjuration 'Gleriawen' [power 937] (17 cooldown) dragonbone wand of conjuration 'Gleriawen' [power 937] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun / +3 Wil Maximum wards: +5 lightning / +3 temporal / +4 blight / +5 fire / +5 cold Changes damage: +3% arcane Talents granted: +1 Ward +3 Strike Critical mult.: +10.00% Equilibrium when hit: +0.04 Maximum hate: +4.00 Mental crit. chance: +1% It can be used to fire a bolt of a random element (dam 468-937), putting all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | Tulodor the voratun ring Tulodor the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +32 (+4 eff.) Armour: +4 Changes stats: +8 Str / +10 Con Changes resistances: +6% lightning / +6% temporal / +3% fire Changes damage: +7% all Reduces incoming crit damage: 15.00% Disarm immunity: +15% Life regen: +1.90 Maximum life: +81.00 Spellpower: +18 (+5 eff.) Mindpower: +16 (+6 eff.) Healing mod.: +29% Rings can have magical properties. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Reduces incoming crit damage: 23.00% Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
In main hand | warbringer's voratun greatsword of ruin (60.5-96.8 power, 4 apr) warbringer's voratun greatsword of ruin (60.5-96.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +17 Physical crit. chance: +16.0% Physical power: +17 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +21% physical Critical mult.: +27.00% Disarm immunity: +31% Massive two-handed swords. |
Around waist | drakeskin leather belt 'Tidig' drakeskin leather belt 'Tidig'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes stats: +2 Wil Changes resistances: +14% fire / +3% mind / +15% cold Changes damage: +21% blight Critical mult.: +13.00% Maximum life: +123.00 Maximum mana: +80.00 Maximum stamina: +59.00 Maximum hate: +20.00 Maximum psi: +39.00 Maximum vim: +39.00 Maximum pos.energy: +39.00 Maximum neg.energy: +40.00 Spell crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
In off hand | Shield of Turns (12 def, 3 armour, 78-93.6 power, 198 block) Shield of Turns (12 def, 3 armour, 78-93.6 power, 198 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.0 - 93.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +18 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 20 nature / 4 temporal Changes resistances: +30% lightning / +12% temporal / +20% blight / +30% cold / +15% nature Changes damage: +9% temporal Talent granted: +5 Block Maximum life: +72.00 Light radius: +3 Handheld deflection devices. |
Cloak | Healing Blanket (3 def, 0 armour) Healing Blanket (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +5 Str / +4 Dex / +4 Cun / +6 Con Changes resistances: +26% blight / +12% temporal / +24% darkness / +19% nature Changes resistances penetration: +16% darkness / +5% temporal Changes damage: +22% darkness / +9% temporal Stealth bonus: +23 Physical save: +11 (+2 eff.) Life regen: +2.80 Maximum life: +110.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 4 Armour, 5 Defense and your attacks will gain 25% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
heroism infusion of the sneak (+17 for 11 turns, die at -932) heroism infusion of the sneak (+17 for 11 turns, die at -932)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 57 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -932 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the warrior (+34 for 10 turns, die at -1354) heroism infusion of the warrior (+34 for 10 turns, die at -1354)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 53 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 10 turns. While Heroism is active, you will only die when reaching -1354 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the warrior (946% speed; 5 turns) movement infusion of the warrior (946% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 45 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 946% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the duelist (heal 778 over 5 turns) regeneration infusion of the duelist (heal 778 over 5 turns)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: 37 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 778 life over 5 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. |
regeneration infusion of the duelist (heal 550 over 5 turns) regeneration infusion of the duelist (heal 550 over 5 turns)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: 39 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 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. |
regeneration infusion of the titan (heal 899 over 5 turns) regeneration infusion of the titan (heal 899 over 5 turns)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: 37 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 899 life over 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. |
regeneration infusion of the titan (heal 737 over 5 turns) regeneration infusion of the titan (heal 737 over 5 turns)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: 39 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 737 life over 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. |
regeneration infusion of the warrior (heal 821 over 5 turns) regeneration infusion of the warrior (heal 821 over 5 turns)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: 33 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 821 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. |
regeneration infusion of the warrior (heal 831 over 5 turns) regeneration infusion of the warrior (heal 831 over 5 turns)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: 31 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 831 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. |
wild infusion of the sneak (resist 30%; cure magical, mental) wild infusion of the sneak (resist 30%; cure magical, 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: 37 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 44%; cure physical) wild infusion of the warrior (resist 44%; cure 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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 44% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 31%; cure mental, magical) wild infusion of the warrior (resist 31%; cure mental, 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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns) Rune of the Rift (218.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 292.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. 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. |
controlled phase door rune of the sneak (range 13) controlled phase door rune of the sneak (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
controlled phase door rune of the warrior (range 18) controlled phase door rune of the warrior (range 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 18. 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. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
lightning rune of the duelist (370 lightning damage) lightning rune of the duelist (370 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 123.49 to 370.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once 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. |
lightning rune of the titan (681 lightning damage) lightning rune of the titan (681 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 227.12 to 681.36 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once 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. |
shielding rune of the psychic (absorb 396 for 7 turns) shielding rune of the psychic (absorb 396 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 41 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 396 damage for 7 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. |
shielding rune of the titan (absorb 495 for 4 turns) shielding rune of the titan (absorb 495 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 43 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 784 for 5 turns) shielding rune of the warrior (absorb 784 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 37 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 784 damage for 5 turns. 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. |
shielding rune of the warrior (absorb 862 for 5 turns) shielding rune of the warrior (absorb 862 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 47 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 862 damage for 5 turns. 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. |
shielding rune of the wizard (absorb 756 for 5 turns) shielding rune of the wizard (absorb 756 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 47 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 756 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 756 for 6 turns) shielding rune of the wizard (absorb 756 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 756 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 114) teleportation rune of the duelist (range 114)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: 33 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 114 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 warrior (range 245) teleportation rune of the warrior (range 245)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: 37 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 245 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 130) teleportation rune of the wizard (range 130)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: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 158) teleportation rune of the wizard (range 158)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: 35 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 158 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Dagyharasin the Bleakbolt Dagyharasin the BleakboltInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +3 Wil Changes resistances: +19% mind / +16% physical Confusion immunity: +30% Stamina each turn: +1.10 Mana each turn: +0.04 Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Deepsgore DeepsgoreCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn * 30% chance to inflict damage reduction Changes resistances: +9% cold Spell save: +20 (+5 eff.) Life regen: +2.90 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Giloyon the gold amulet Giloyon the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 mind Changes resistances: +12% lightning / +3% mind / +18% light / +16% darkness Physical save: +12 (+2 eff.) Spell save: +15 (+4 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +30% Stun/Freeze immunity: +28% Amulets can have magical properties. |
Glintbliss the steel amulet Glintbliss the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +13% temporal / +3% nature Changes resistances penetration: +5% light Spell save: +6 (+2 eff.) Pinning immunity: +25% Knockback immunity: +27% Amulets can have magical properties. |
Glorudhevena GlorudhevenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 8 physical Changes stats: +2 Str / +1 Dex / +6 Mag Physical save: +6 (+1 eff.) Only die when reaching: -60.00 life Amulets can have magical properties. |
Glorytira the Corruptionspitter Glorytira the CorruptionspitterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Dex / +5 Con Changes resistances penetration: +5% physical Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 290 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Stormwoe the steel amulet Stormwoe the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +5 Cun / +4 Con Changes resistances: +9% lightning / +13% light / +15% darkness Changes resistances penetration: +15% light Changes damage: +3% lightning Physical save: +14 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+4 eff.) Blindness immunity: +23% Life regen: +0.30 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Tarrotonik the Fogbone Tarrotonik the FogboneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 40% * 40% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +8 Cun Changes resistances: +3% darkness Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Bethathra' gold amulet 'Bethathra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 acid Changes resistances: +16% darkness / +3% nature / +22% light Changes damage: +6% acid Spell save: +3 (+1 eff.) Blindness immunity: +31% Amulets can have magical properties. |
gold amulet 'Lorenarihor' gold amulet 'Lorenarihor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Mag / +1 Wil Changes resistances penetration: +5% temporal Changes damage: +5% acid / +7% physical / +4% lightning / +6% fire / +5% cold / +9% temporal Grants telepathy: Dragon Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +1 Combat speed: +10% Amulets can have magical properties. |
gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 38), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
stabilizing stralite amulet of strength (+7) stabilizing stralite amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str Changes resistances: +18% temporal Pinning immunity: +44% Knockback immunity: +44% Amulets can have magical properties. |
stabilizing voratun amulet of soulsearing stabilizing voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% temporal Changes damage: +13% blight / +15% fire Critical mult.: +20.00% Pinning immunity: +50% Knockback immunity: +50% Spellpower: +11 (+3 eff.) Amulets can have magical properties. |
starlit voratun amulet of perfection (0.34 Technique / Shield defense,0.34 Cunning / Survival) starlit voratun amulet of perfection (0.34 Technique / Shield defense,0.34 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +27% light / +20% darkness Talent masteries: +0.34 Technique / Shield defense +0.34 Cunning / Survival Blindness immunity: +41% Amulets can have magical properties. |
steel amulet of magic (+4) steel amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
voratun amulet 'Anedir' voratun amulet 'Anedir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 50% chance to gain 10% of a turn Changes stats: +7 Cun / +1 Wil Changes resistances penetration: +10% arcane / +5% mind Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Damage Shield penetration: +20% Amulets can have magical properties. |
warmaker's stralite amulet of teleportation warmaker's stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +7 Wil Teleport immunity: +50% It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Aneran the stralite ring Aneran the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+2 eff.) Fatigue: -2% Changes stats: +5 Str / +2 Mag Changes damage: +8% all Spellpower: +14 (+4 eff.) Mindpower: +15 (+6 eff.) Light radius: +2 See invisible: +6 Rings can have magical properties. |
Bethonne the stralite ring Bethonne the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +4 Cun / +10 Dex Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Mental crit. chance: +2% Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Brenurin the Woewake Brenurin the WoewakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 20 lightning Changes resistances: +6% darkness Changes damage: +6% darkness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. DuathelwardenDuathelwarden Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 8 acid Changes resistances: +12% acid / +3% darkness / +9% blight / +34% cold / +5% arcane / +6% light Changes damage: +9% darkness / +17% cold Rings can have magical properties. |
Harutodas the gold ring Harutodas the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Fatigue: -4% Changes stats: +6 Wil / +6 Mag Maximum encumbrance: +20 Physical save: +9 (+2 eff.) Spellpower: +10 (+3 eff.) Healing mod.: +5% Rings can have magical properties. |
Mucusserpent MucusserpentInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature / 4 acid Mental save: +7 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 20 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Noongrind the voratun ring Noongrind the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 acid Changes resistances: +3% light / +5% arcane Changes resistances penetration: +20% arcane Changes damage: +12% arcane Mental save: +15 (+5 eff.) Confusion immunity: +50% Rings can have magical properties. |
Noonpeal the gold ring Noonpeal the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn * 30% chance to blind Damage when hit (Melee): 4 light Changes resistances: +6% temporal Changes damage: +6% all / +3% temporal Spellpower: +12 (+3 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Superiority +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Salytha SalythaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +6 Str / +7 Con Changes resistances: +9% acid Changes resistances penetration: +10% mind Rings can have magical properties. |
Siledakira SiledakiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +1 Wil / +2 Cun / +9 Con Critical mult.: +10.00% Physical save: +16 (+3 eff.) Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% 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 radius 1 tidal wave that expands slowly over 7 turns, dealing 11.85 cold and 11.02 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 185.71 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xolle the voratun ring Xolle the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Fatigue: -6% Changes stats: +2 Con Changes resistances: +2% physical Changes damage: +3% physical Blindness immunity: +50% Infravision radius: +6 See stealth: +24 See invisible: +25 Rings can have magical properties. |
gold ring 'Filthmire' gold ring 'Filthmire'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes damage: +9% mind Silence immunity: +36% Mana each turn: +0.21 Rings can have magical properties. |
gold ring 'Layenne' gold ring 'Layenne'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +6% cold / +6% temporal Changes resistances penetration: +5% acid Spell save: +20 (+5 eff.) Stun/Freeze immunity: +35% Life regen: +3.20 Rings can have magical properties. |
gold ring 'Poxreaper' gold ring 'Poxreaper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +3% lightning / +6% temporal Changes damage: +12% nature Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Silence immunity: +5% Teleport immunity: +5% Rings can have magical properties. |
gold ring of life gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +0.80 Maximum life: +52.00 Healing mod.: +12% Rings can have magical properties. |
painweaver's voratun ring of life painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Changes damage: +7% all Life regen: +2.00 Maximum life: +100.00 Spellpower: +17 (+5 eff.) Mindpower: +20 (+7 eff.) Healing mod.: +22% Rings can have magical properties. |
psionicist's copper ring of tenacity psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
savior's gold ring of tenacity savior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +11 (+4 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +29% Maximum life: +21.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +11 (+3 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
wizard's gold ring of sensing wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Blindness immunity: +31% Infravision radius: +4 See stealth: +8 See invisible: +10 Rings can have magical properties. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Emalaith the voratun battleaxe (57-85.5 power, 4 apr) Emalaith the voratun battleaxe (57-85.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 48% chance to cause random gloom On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +21 mind / +14 cold Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +14.0% Changes stats: +6 Cun / +6 Wil Changes damage: +9% arcane Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Massive two-handed battleaxes. |
Hettutosus the Dawnreaper (57.5-86.25 power, 4 apr) Hettutosus the Dawnreaper (57.5-86.25 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +32 mind When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +20 Physical crit. chance: +20.0% Changes stats: +9 Str / +1 Dex / +1 Con Changes resistances: +6% mind Changes damage: +6% mind / +19% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Stamina when hit: +3.00 Light radius: +1 See invisible: +12 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 313.21 fire damage, and flames will be left dealing a further 73.29 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Salorima the Jetwither (58-87 power, 4 apr) Salorima the Jetwither (58-87 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to disease * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +42 blight / +16 arcane Burst (radius 1) on hit: +4 nature When wielded/worn: Physical crit. chance: +14.0% Changes stats: +2 Mag Changes resistances: +3% darkness Changes resistances penetration: +21% acid / +21% fire / +21% cold / +23% lightning Changes damage: +6% darkness Spell save: +3 (+1 eff.) Spellpower: +4 (+1 eff.) Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Ulfabers the Chargefame (56-84 power, 4 apr) Ulfabers the Chargefame (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour * 20% chance to daze On weapon crit: * cripple the target Burst (radius 2) on crit: +4 lightning When wielded/worn: Armour penetration: +21 Physical crit. chance: +19.0% Changes resistances: +6% blight / +3% temporal / +5% arcane Changes resistances penetration: +21% acid / +21% physical Changes damage: +21% physical Life regen: +4.00 Massive two-handed battleaxes. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 30% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of evisceration (39-50.7 power, 9 apr)quick voratun dagger of evisceration (39-50.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Changes stats: +6 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun greatmaul of massacre (90.5-135.75 power, 4 apr)insidious voratun greatmaul of massacre (90.5-135.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 90.5 - 135.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +84 insidious poison Massive two-handed mauls. |
voratun greatmaul of purging (63.5-95.25 power, 4 apr) voratun greatmaul of purging (63.5-95.25 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +21 nature Massive two-handed mauls. |
Brightstreaker the voratun greatsword (59.5-95.2 power, 4 apr) Brightstreaker the voratun greatsword (59.5-95.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +28 acid / +26 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * 10% chance to disease Changes stats: +1 Str / +3 Con Changes resistances: +6% blight Changes damage: +6% fire Disease immunity: +45% Massive two-handed swords. |
Lelilar (65.5-104.8 power, 4 apr) Lelilar (65.5-104.8 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.5 - 104.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +35 mind Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +20 Physical crit. chance: +17.0% Critical mult.: +19.00% Mental save: +20 (+7 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+2 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Mucusspawner (58-92.8 power, 3 apr) Mucusspawner (58-92.8 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 58.0 - 92.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +13 temporal / +13 nature When wielded/worn: Armour penetration: +16 Damage when hit (Melee): 12 mind Changes resistances penetration: +13% physical Changes damage: +13% physical Mental save: +3 (+1 eff.) Massive two-handed swords. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
hateful voratun greatsword of massacre (69.5-111.2 power, 4 apr) hateful voratun greatsword of massacre (69.5-111.2 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 69.5 - 111.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +10% Living Massive two-handed swords. |
hateful voratun greatsword of shearing (60-96 power, 4 apr) hateful voratun greatsword of shearing (60-96 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 darkness Damage against: +14% Living When wielded/worn: Armour penetration: +17 Changes resistances penetration: +13% physical Changes damage: +16% physical Massive two-handed swords. |
voratun greatsword 'Glitterripper' (61.5-98.4 power, 4 apr) voratun greatsword 'Glitterripper' (61.5-98.4 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 43% chance to disease * 20% chance to torment the target Damage (Melee): +23 mind / +4 light When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+5 eff.) Effects on melee hit: * 10% chance to disease Changes resistances: +6% light / +6% blight Changes resistances penetration: +21% mind / +20% darkness Changes damage: +3% light / +6% lightning Disarm immunity: +70% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
warbringer's voratun greatsword of evisceration (62.5-100 power, 4 apr) warbringer's voratun greatsword of evisceration (62.5-100 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +35 (+5 eff.) Changes stats: +10 Con Changes resistances penetration: +16% physical Disarm immunity: +38% Massive two-handed swords. |
Hettasarin the dragonbone longbow Hettasarin the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +55 nature When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +1 Cun / +9 Str Changes resistances: +15% all Changes resistances penetration: +27% nature Changes damage: +3% temporal Grants telepathy: Dragon Longbows are used to shoot arrows at your foes. |
Xanassra (41.5-58.1 power, 6 apr) Xanassra (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 light Damage against: +30% Undead When wielded/worn: Armour penetration: +25 Physical crit. chance: +28.0% Changes resistances: +3% blight Critical mult.: +37.00% Physical save: +26 (+5 eff.) Spell save: +12 (+3 eff.) Blindness immunity: +10% Knockback immunity: +15% Sharp, long, and deadly. |
Galoharantir (45.5-63.7 power, 6 apr) Galoharantir (45.5-63.7 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing Damage (Melee): +18 mind When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Changes stats: +2 Dex Changes damage: +24% mind Critical mult.: +6.00% Life regen: +0.20 Maximum life: +10.00 Maximum psi: +10.00 Mindpower: +8 (+3 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Urthitir the voratun mace (46-64.4 power, 6 apr)Urthitir the voratun mace (46-64.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +20 lightning When wielded/worn: Physical power: +13 (+2 eff.) Damage when hit (Melee): 16 arcane / 8 mind Changes stats: +2 Cun / +7 Con Changes resistances penetration: +15% physical Changes damage: +15% acid Mental save: +30 (+10 eff.) Disarm immunity: +35% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun mace of massacre (56-78.4 power, 6 apr)acidic voratun mace of massacre (56-78.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Blunt and deadly. |
voratun mace 'Mayonor' (55.5-77.7 power, 6 apr) voratun mace 'Mayonor' (55.5-77.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +60 insidious poison When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +12% blight / +9% cold / +6% light / +6% lightning Changes damage: +6% acid Blunt and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+6 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 21.22 mind damage, 25.25 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.63 mind and 1.94 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Filthblood the living mindstar (15.5-17.05 power, 40 apr, mind damage) Filthblood the living mindstar (15.5-17.05 power, 40 apr, mind 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. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +16 nature When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances: +10% blight / +3% cold / +10% mind Changes resistances penetration: +10% mind Changes damage: +19% lightning / +23% cold / +25% fire / +9% nature / +11% mind Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Spell save: +20 (+5 eff.) Disease immunity: +25% Psi when hit: +2.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +19% 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. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar of the jelly (7-7.7 power, 24 apr, nature damage)creative thorny mindstar of the jelly (7-7.7 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes damage: +7% acid Critical mult.: +17.00% Equilibrium when hit: +1.70 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Healorder' (15.5-17.05 power, 40 apr, nature damage) living mindstar 'Healorder' (15.5-17.05 power, 40 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. This natural mindstar summons a caller. This mindstar will resonate with other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Damage when hit (Melee): 4 nature / 8 fire Changes stats: +1 Dex Changes resistances: +10% mind Changes resistances penetration: +10% mind / +20% nature Changes damage: +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +2.50 Psi when hit: +2.50 Mindpower: +22 (+8 eff.) Mental crit. chance: +10% Infravision radius: +1 Damage Resonance (when hit): +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of frost (16.5-18.15 power, 40 apr, nature damage)living mindstar of frost (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +20% cold Changes resistances penetration: +15% cold Changes damage: +20% cold Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. wrathful living mindstar (16.5-18.15 power, 40 apr, nature damage)wrathful living mindstar (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +14% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling 'Urthechak' drakeskin leather sling 'Urthechak'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +18 acid / +18 cold When wielded/worn: Armour penetration: +4 Ammo reloads per turn: +4 Changes stats: +3 Mag Changes resistances penetration: +15% physical / +10% temporal Changes damage: +19% acid / +13% physical / +13% cold / +9% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Critical mult.: +15.00% Maximum stamina: +20.00 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Serpentglory (30-36 power, 6 apr, temporal element) Serpentglory (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 arcane When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 35 fire Changes stats: +6 Con Changes resistances: +2% physical / +3% temporal Changes resistances penetration: +10% nature Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +40.00% Confusion immunity: +5% Life regen: +1.80 Only die when reaching: -20.00 life Spellpower: +33 (+9 eff.) Spell crit. chance: +5% See invisible: +20 Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff of greater warding (30-36 power, 6 apr, physical element)bloodlich's dragonbone starstaff of greater warding (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Changes stats: +10 Mag / +10 Cun / +7 Con Maximum wards: +3 physical Changes damage: +30% physical Talents granted: +1 Command Staff +5 Ward Critical mult.: +24.00% Vim when firing critical spell: +8.00 Maximum vim: +43.00 Maximum neg.energy: +50.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater dragonbone starstaff of fate (30-36 power, 6 apr, physical element)greater dragonbone starstaff of fate (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light / +30% physical / +30% darkness / +30% temporal Talent granted: +1 Command Staff Physical save: +13 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+5 eff.) Spellpower: +22 (+6 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Blazetickler the hardened leather belt Blazetickler the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% cold / +8% fire Changes damage: +3% mind / +3% fire Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Mental save: +18 (+6 eff.) Spellpower: +9 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 32 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Layoth the Mucuspain Layoth the MucuspainInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +30.00 A belt that goes around your waist. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 275, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Velylemina the rough leather belt Velylemina the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% mind Mental save: +6 (+2 eff.) Cut immunity: +10% Only die when reaching: -60.00 life Spellpower: +2 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
drakeskin leather belt 'Rhogarig' drakeskin leather belt 'Rhogarig'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +25 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +6 Str / +2 Dex / +6 Con Changes resistances: +12% temporal Changes damage: +6% temporal / +3% physical Maximum encumbrance: +10 Physical save: +21 (+4 eff.) Spell save: +15 (+4 eff.) Life regen: +3.20 Healing mod.: +21% Size category: +2 A belt that goes around your waist. |
hardened leather belt 'Betelemina' hardened leather belt 'Betelemina'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% nature / +3% temporal Mental save: +7 (+2 eff.) Poison immunity: +10% Disease immunity: +15% Stun/Freeze immunity: +10% Maximum life: +40.00 A belt that goes around your waist. |
hardened leather belt 'Darklady' hardened leather belt 'Darklady'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +11% blight Changes resistances penetration: +5% arcane / +10% darkness Vim when firing critical spell: +3.00 Spell crit. chance: +3% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
ravager's drakeskin leather belt of shielding ravager's drakeskin leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Changes resistances penetration: +11% physical Changes damage: +17% physical It can be used to create a temporary shield that absorbs 293 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. reinforced drakeskin leather belt of containmentreinforced drakeskin leather belt of containment Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Physical save: +14 (+3 eff.) Maximum life: +130.00 Maximum mana: +77.00 Maximum stamina: +65.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Saluth the Galeblack (2 def, 0 armour) Saluth the Galeblack (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to daze Changes resistances: +3% lightning Changes resistances penetration: +5% lightning / +5% mind Changes damage: +6% mind Critical mult.: +16.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shit (15 def, 0 armour) Shit (15 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +1 Str / +4 Dex / +6 Wil / +8 Cun / +2 Con Changes resistances: +10% acid / +9% fire / +9% cold / +7% lightning Physical save: +30 (+6 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 30% chance to completely evade them and granting you 19 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
elven-silk cloak 'Anagorig' (3 def, 0 armour) elven-silk cloak 'Anagorig' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +4 Str / +4 Dex / +5 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances: +6% temporal Physical save: +10 (+2 eff.) Spell save: +12 (+3 eff.) Stamina each turn: +0.40 Only die when reaching: -60.00 life Maximum life: +60.00 Maximum mana: +66.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Healoath' (1 def, 0 armour) linen cloak 'Healoath' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 temporal Changes stats: +2 Str / +2 Con Changes damage: +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of the guardian (15 def, 10 armour) shadow elven-silk cloak of the guardian (15 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +15 (+4 eff.) Changes resistances: +24% darkness Changes resistances penetration: +14% darkness Changes damage: +25% darkness Stealth bonus: +25 Physical save: +25 (+5 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of Eldoral (3 def, 13 armour)thick elven-silk cloak of Eldoral (3 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +30% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Blastglean (5 def, 0 armour) Blastglean (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +14 Str / +16 Mag / +16 Wil Changes resistances: +22% lightning / +28% cold / +27% mind / +30% darkness Changes resistances penetration: +25% mind Changes damage: +33% lightning / +25% physical / +37% cold / +6% temporal Physical save: +18 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +39 (+12 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tulibers the elven-silk robe (5 def, 0 armour) Tulibers the elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Fatigue: -4% Changes stats: +3 Dex / +10 Con Changes resistances: +20% blight / +30% cold / +9% nature Changes damage: +20% nature / +20% cold Poison immunity: +44% Disease immunity: +50% Life regen: +6.00 Only die when reaching: -80.00 life Maximum life: +100.00 Healing mod.: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's woollen robe of Linaniil (0 def, 0 armour)dreamer's woollen robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% mind / +18% darkness Physical save: +14 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +28 (+9 eff.) Mana each turn: +0.22 Maximum mana: +62.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +9% 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. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk robe of alchemy (5 def, 0 armour)fearwoven elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% acid / +20% physical / +20% cold / +20% fire Changes resistances penetration: +20% darkness / +14% physical Changes damage: +15% acid / +30% physical / +18% darkness / +15% cold / +13% fire Talent cooldown: Refit Golem (-6 turns) Maximum hate: +15.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Grinakan' (0 def, 0 armour) woollen robe 'Grinakan' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Mag Changes resistances: +6% lightning / +22% light / +21% darkness / +7% blight / +8% fire / +11% mind / +8% cold Changes damage: +11% light Physical save: +23 (+5 eff.) Spell save: +37 (+9 eff.) Mental save: +34 (+11 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betemira the pair of voratun boots (0 def, 5 armour) Betemira the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +4 Str / +2 Wil / +4 Cun / +3 Con Changes resistances: +13% lightning / +14% temporal / +3% mind Stamina each turn: +0.60 Maximum life: +43.00 Mental crit. chance: +3% Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazeterror (0 def, 3 armour) Blazeterror (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +1 Dex Changes resistances penetration: +11% physical Light radius: +3 Healing mod.: +10% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cyroyamina the pair of dwarven-steel boots (0 def, 4 armour) Cyroyamina the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Wil Physical save: +8 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +5% Teleport immunity: +15% Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivitha the pair of drakeskin leather boots (0 def, 5 armour) Ivitha the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +7 Dex / +2 Wil / +15 Lck Changes resistances: +13% fire / +9% mind / +9% cold Changes resistances penetration: +15% arcane Changes damage: +6% blight Stealth bonus: +12 Silence immunity: +50% Confusion immunity: +43% Stun/Freeze immunity: +43% Spell crit. chance: +2% A pair of boots made of leather. |
Vorilrarin the pair of drakeskin leather boots (35 def, 5 armour) Vorilrarin the pair of drakeskin leather boots (35 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +35 (+9 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 mind / 8 blight Changes stats: +4 Str / +4 Con Changes resistances: +9% mind / +3% blight Changes resistances penetration: +5% blight Changes damage: +9% blight / +3% mind It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: 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. |
This item will automatically be transmogrified when you leave the level. invigorating pair of drakeskin leather boots of evasion (23 def, 5 armour)invigorating pair of drakeskin leather boots of evasion (23 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+6 eff.) Fatigue: -4% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 26 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Xethra' (0 def, 12 armour) pair of drakeskin leather boots 'Xethra' (0 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Changes stats: +4 Cun / +4 Con Changes resistances: +19% temporal / +6% light / +26% darkness / +3% blight / +3% cold / +6% mind / +1% physical Changes resistances penetration: +14% darkness / +16% temporal Physical save: +25 (+5 eff.) Mental save: +22 (+7 eff.) Poison immunity: +5% Infravision radius: +2 Defense after a teleport: +24 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
pair of hardened leather boots 'Malelatar' (0 def, 3 armour) pair of hardened leather boots 'Malelatar' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +5 Con Changes resistances: +6% light / +3% darkness Changes damage: +7% physical Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
undeterred pair of iron boots of rushing (0 def, 3 armour) undeterred pair of iron boots of rushing (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerythra the hardened leather gloves (0 def, 7 armour) Aerythra the hardened leather gloves (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +6% mind / +3% temporal Mental save: +8 (+3 eff.) Stun/Freeze immunity: +15% Teleport immunity: +5% Maximum life: +42.00 When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenilach the Blindcast (0 def, 2 armour) Brenilach the Blindcast (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% light Changes damage: +3% light Life regen: +2.00 Stamina each turn: +1.10 Maximum stamina: +19.00 When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). Damage (Melee): +4 light Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 light Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Elutira the Shaderock (0 def, 2 armour) Elutira the Shaderock (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Damage (Melee): 7 lightning / 7 cold Damage when hit (Melee): 8 darkness Changes resistances: +7% lightning / +5% cold / +9% blight Changes damage: +5% lightning / +4% cold Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +24% Stun/Freeze immunity: +5% When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 2) on crit: +8 ice / +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gyntir the Moldbloom (0 def, 2 armour) Gyntir the Moldbloom (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane Damage when hit (Melee): 4 acid / 4 nature Changes stats: +4 Str / +4 Dex / +5 Mag / +5 Wil / +4 Cun Changes resistances: +3% arcane Changes damage: +3% acid Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Life regen: +1.90 Stamina each turn: +1.10 Maximum stamina: +18.00 When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +17.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). On weapon hit: * Slows global speed by 40% Damage (Melee): +4 acid / +9 arcane Burst (radius 1) on hit: +8 acid It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 55.65 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Huryleg (0 def, 2 armour) Huryleg (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Damage (Melee): 5 cold Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +7% cold Changes resistances penetration: +5% arcane Changes damage: +6% cold Talent cooldown: Double Strike (-1 turn) Critical mult.: +8.00% Physical save: +9 (+2 eff.) Spell crit. chance: +10% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Burst (radius 2) on crit: +10 ice / +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Polarin (0 def, 16 armour) Polarin (0 def, 16 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +16 Armour Hardiness: +10% Changes stats: +4 Str / +4 Dex / +3 Wil / +8 Cun / +10 Con Changes resistances: +11% darkness / +7% physical Changes damage: +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Spellpower: +6 (+2 eff.) Infravision radius: +3 Damage Shield penetration: +40% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +9 Physical crit. chance: +27.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +11 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 244.72 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Urthebers the Toxinbore (0 def, 3 armour) Urthebers the Toxinbore (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 42% * 30% chance to inflict damage reduction Damage (Melee): 12 fire Changes resistances: +9% fire Changes damage: +11% fire When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 nature / +13 fire Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. cinder voratun gauntlets of strength (+6) (0 def, 3 armour)cinder voratun gauntlets of strength (+6) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Armour: +3 Damage (Melee): 9 fire Changes stats: +6 Str Changes resistances: +10% fire Changes damage: +11% fire When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +14 fire Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of dispersion (0 def, 2 armour) hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +5 Wil / +5 Mag Changes resistances: +8% arcane When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +9 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeralelaith the Purevengeance (6 def, 9 armour) Aeralelaith the Purevengeance (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 7 physical Changes stats: +3 Str Changes resistances: +6% blight / +10% cold / +8% fire / +4% all Changes resistances penetration: +5% nature Physical save: +10 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1173.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Aerulranor (0 def, 5 armour) Aerulranor (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +2 Dex Changes resistances: +11% cold Allows you to breathe in: water Spell save: +10 (+3 eff.) Poison immunity: +5% Disease immunity: +5% A cap made of leather. |
Armiduharatir the iron helm (0 def, 3 armour) Armiduharatir the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +6 Dex Changes resistances: +3% nature / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 22%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Decayed Visage (0 def, 1 armour) Decayed Visage (0 def, 1 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 physical / 10 vim draining blight Changes stats: +6 Mag / +5 Wil / +1 Con Changes resistances: +6% acid Changes damage: +9% blight / +9% arcane Only die when reaching: -80.00 life Maximum vim: +25.00 Spell crit. chance: +2% Infravision radius: +3 It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 18%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Duverach (7 def, 3 armour) Duverach (7 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects on melee hit: * 40% chance to corrode armour Effects when hit in melee: * 12% chance to gain 10% of a turn Changes stats: +5 Cun Changes resistances: +9% acid Changes damage: +6% acid A cap made of leather. |
Eruhek the hardened leather cap (0 def, 3 armour) Eruhek the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +15% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 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 18 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. |
Nykhad (0 def, 5 armour) Nykhad (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +7 Dex / +2 Wil / +16 Con Changes resistances: +12% blight Changes resistances penetration: +5% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Physical save: +15 (+3 eff.) Mental save: +37 (+11 eff.) Equilibrium when hit: +0.08 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 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 18 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Taintrazor (0 def, 1 armour) Taintrazor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +6% nature Changes resistances penetration: +5% nature A cap made of leather. |
Thundernoon the hardened leather cap (0 def, 3 armour) Thundernoon the hardened leather cap (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +6 Dex Changes resistances: +3% lightning / +13% light / +7% blight / +12% fire / +21% darkness Changes resistances penetration: +5% lightning / +10% fire Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat of the sentry (3 def, 0 armour)augmenting elven-silk wizard hat of the sentry (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +7% acid / +13% fire / +15% cold / +15% arcane / +8% lightning Infravision radius: +9 See stealth: +23 See invisible: +25 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 43%, and attempts to push all creatures other then yourself out of its radius, inflicting 10.06 light damage and 11.97 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. bladed drakeskin leather cap of dexterity (+10) (0 def, 5 armour)bladed drakeskin leather cap of dexterity (+10) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +5 Str / +10 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1173.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of the bounder (0 def, 5 armour)drakeskin leather cap of the bounder (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +8 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding dwarven-steel helm of dexterity (+5) (0 def, 4 armour)grounding dwarven-steel helm of dexterity (+5) (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +11% lightning / +11% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's cashmere wizard hat of earthrunes (2 def, 3 armour) starseer's cashmere wizard hat of earthrunes (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +3 Con Changes damage: +8% physical / +5% temporal / +8% darkness / +9% light It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 102.18 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 56.56 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour (5 def, 10 armour)enlightening voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +8 Cun / +9 Wil Mental save: +21 (+7 eff.) A suit of armour made of mail. |
fortifying voratun mail armour of Eyal (5 def, 10 armour) fortifying voratun mail armour of Eyal (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +7 Con Life regen: +4.00 Maximum life: +200.00 Healing mod.: +28% A suit of armour made of mail. |
voratun mail armour 'Durekalthondur' (5 def, 10 armour) voratun mail armour 'Durekalthondur' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 acid Changes resistances: +25% acid Changes damage: +12% arcane Critical mult.: +15.00% Life regen: +6.20 Maximum life: +192.00 Healing mod.: +49% A suit of armour made of mail. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 162.61 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level. Xewen (5 def, 14 armour)Xewen (5 def, 14 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +14 Defense: +5 (+1 eff.) Fatigue: +0% Damage when hit (Melee): 8 physical Changes stats: +10 Str Changes resistances: +54% acid / +15% cold / +18% darkness / +15% physical Allows you to breathe in: water Life regen: +0.60 Maximum life: +20.00 Light radius: +1 Healing mod.: +35% 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 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of fire resistance (4 def, 7 armour)spiked reinforced leather armour of fire resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Changes resistances: +20% fire A suit of armour made of leather. |
Camukor (9 def, 16 armour) Camukor (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 14 acid / 16 fire Changes stats: +10 Str Changes resistances: +30% acid / +12% physical / +16% darkness / +16% fire / +25% cold / +3% light Mental save: +6 (+2 eff.) Blindness immunity: +10% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% 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 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
Gorinarihek (19 def, 23 armour) Gorinarihek (19 def, 23 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +19 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 8 acid Changes stats: +4 Str / +5 Cun / +4 Con Changes resistances: +28% acid / +9% physical / +11% cold / +12% fire / +11% lightning Changes resistances penetration: +10% acid Changes damage: +15% acid Talent cooldown: Rush (-5 turns) Mental save: +19 (+6 eff.) Disarm immunity: +30% Stun/Freeze immunity: +35% Knockback immunity: +26% Life regen: +5.40 Stamina each turn: +1.80 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of implacability (9 def, 25 armour)radiant voratun plate armour of implacability (9 def, 25 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+2 eff.) Fatigue: +18% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +22% blight / +30% darkness Physical save: +15 (+3 eff.) Light radius: +2 A suit of armour made of metal plates. |
stralite plate armour 'Anehek' (7 def, 13 armour) stralite plate armour 'Anehek' (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +8 Str Changes resistances: +18% darkness / +13% physical Spell save: +18 (+5 eff.) Stun/Freeze immunity: +15% Teleport immunity: +15% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Lightwitch' (9 def, 17 armour) voratun plate armour 'Lightwitch' (9 def, 17 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +17 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 light Changes stats: +9 Cun / +13 Wil Changes resistances: +15% acid / +14% cold / +6% light / +24% lightning Changes damage: +3% light Allows you to breathe in: water Mental save: +25 (+8 eff.) A suit of armour made of metal plates. |
Borakath (12 def, 3 armour, 66-79.2 power, 187.5 block) Borakath (12 def, 3 armour, 66-79.2 power, 187.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +188 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +6% acid / +24% fire / +21% cold Maximum wards: +2 lightning / +3 temporal / +3 blight / +3 fire / +2 cold Changes damage: +18% blight / +15% arcane Talents granted: +5 Block +1 Ward Handheld deflection devices. |
Khelodravor the voratun shield (12 def, 3 armour, 67-80.4 power, 198.5 block) Khelodravor the voratun shield (12 def, 3 armour, 67-80.4 power, 198.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 On weapon hit: * 28% chance to corrode armour Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 acid When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 10 acid Damage when hit (Melee): 20 acid Changes resistances: +13% acid / +13% lightning / +43% cold / +5% arcane / +13% fire Changes resistances penetration: +5% blight Talent granted: +5 Block Spellpower: +4 (+1 eff.) Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 40.83 to 51.04 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level. corrosive voratun shield of crushing (12 def, 3 armour, 77-92.4 power, 196.5 block)corrosive voratun shield of crushing (12 def, 3 armour, 77-92.4 power, 196.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 77.0 - 92.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour Changes stats: +5 Con Changes resistances: +16% acid Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. coruscating voratun shield of cold resistance (+30%) (12 def, 3 armour, 62.5-75 power, 200.5 block)coruscating voratun shield of cold resistance (+30%) (12 def, 3 armour, 62.5-75 power, 200.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 Damage (Melee): +20 fire When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 32 fire Changes stats: +6 Str Changes resistances: +19% fire / +30% cold Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Gliriawen' (12 def, 7 armour, 83-99.6 power, 202.5 block) voratun shield 'Gliriawen' (12 def, 7 armour, 83-99.6 power, 202.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 83.0 - 99.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +19 fire / +8 physical Damage against: +5% Elemental When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 40 fire Changes stats: +5 Str / +4 Wil Changes resistances: +30% lightning / +18% fire / +6% blight Talent granted: +5 Block Physical save: +6 (+1 eff.) Disarm immunity: +15% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of crushing (12 def, 3 armour, 74.5-89.4 power, 196.5 block)warded voratun shield of crushing (12 def, 3 armour, 74.5-89.4 power, 196.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.5 - 89.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Talents granted: +5 Block +1 Ward Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. elemental quiver of dragonbone arrows of amnesia (22/22, 54-75.6 power, 18 apr)elemental quiver of dragonbone arrows of amnesia (22/22, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
198 alchemist agate 198 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Bethyriawyn the dwarven-steel pickaxe (dig speed 14 turns) Bethyriawyn the dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+1 eff.) Changes stats: +2 Str / +2 Mag / +1 Con Critical mult.: +13.00% Infravision radius: +2 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Torurain the Mucustooth (dig speed 17 turns) Torurain the Mucustooth (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +15% nature Mental save: +10 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum life: +28.00 Maximum stamina: +21.00 Maximum psi: +30.00 Mindpower: +4 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Dagohor' (dig speed 24 turns) dwarven-steel pickaxe 'Dagohor' (dig speed 24 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +5 Mag / +2 Wil / +3 Cun Changes resistances penetration: +5% mind Grants telepathy: Dragon Maximum mana: +62.00 Spell crit. chance: +10% Mental crit. chance: +3% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 25 turns) dwarven-steel pickaxe of wreckage (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +4 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Aeresus the Dimdash Aeresus the DimdashInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 55% chance to gain 10% of a turn * 15% chance to inflict damage reduction Damage when hit (Melee): 20 darkness Changes stats: +7 Wil Changes resistances: +3% darkness Changes damage: +12% blight / +12% temporal Critical mult.: +20.00% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Arudunayon ArudunayonCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +1% physical Maximum encumbrance: +30 Blindness immunity: +23% Confusion immunity: +12% Life regen: +0.20 Light radius: +5 See stealth: +6 See invisible: +7 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 8 turns. The radius will increase with your Cunning. 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. |
Chalarab the alchemist's lamp Chalarab the alchemist's lampPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex / +4 Mag / +5 Cun / +3 Con Changes resistances: +9% acid Mental save: +9 (+3 eff.) Spellpower: +10 (+3 eff.) Light radius: -5 Infravision radius: +6 See stealth: +7 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 161.29 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Kista' alchemist's lamp 'Kista'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +1 Dex / +6 Cun / +2 Con Changes damage: +9% acid Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +11 (+4 eff.) Light radius: +0 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Nerymina' alchemist's lamp 'Nerymina'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +5 Wil / +1 Cun / +3 Con Changes damage: +9% blight Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Physical save: +13 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +12 (+4 eff.) Mana when firing critical spell: +2.00 Maximum life: +56.00 Light radius: +3 See invisible: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Rhurain' alchemist's lamp 'Rhurain'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +1 Str Reduces incoming crit damage: 15.00% Stamina each turn: +0.60 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Runorig' alchemist's lamp 'Runorig'Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances penetration: +5% arcane Critical mult.: +15.00% Spell save: +3 (+1 eff.) Mana each turn: +0.04 Maximum mana: +20.00 Spellpower: +10 (+3 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +51.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Balancebolt' dwarven lantern 'Balancebolt'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% fire / +6% mind / +6% nature Changes resistances penetration: +15% fire / +5% mind / +5% nature Changes damage: +3% nature / +6% mind Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Branyrand' dwarven lantern 'Branyrand'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% blight / +3% fire / +6% temporal / +3% lightning Changes damage: +6% mind Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Oozemalice' dwarven lantern 'Oozemalice'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Changes stats: +7 Wil Changes damage: +6% mind / +9% nature Grants telepathy: Dragon Critical mult.: +30.00% Mental save: +6 (+2 eff.) Psi when hit: +0.04 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. scorching dwarven lantern of the moonsscorching dwarven lantern of the moons Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 28 fire Changes resistances: +15% light / +9% fire Changes damage: +15% darkness Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +5 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 192.14 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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 Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 556.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Hathohir the Strikewedge (22/53, 62-74.4 power, 18 apr) Hathohir the Strikewedge (22/53, 62-74.4 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +7.0% Capacity: 53 Turns elapse between self-loadings: 3 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 54% chance to daze * 19% chance to disease * 55% chance to gain 10% of a turn Damage (Ranged): +12 lightning / +20 blight / +28 temporal Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +16 mind Shots are used with slings to pummel your foes to death. |
Anichak the Jetqueen [power 229] (26 cooldown) Anichak the Jetqueen [power 229] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +4 (+1 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -2% Changes resistances: +12% acid / +3% physical / +5% arcane / +9% darkness Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +5 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 229 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
Murkrebel [power 177] (28 cooldown) Murkrebel [power 177] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +9% fire Changes damage: +12% darkness It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 177 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of psychoportation [power 36] (30 cooldown) hateful dwarven-steel torque of psychoportation [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Adyriama [power 3] (10 cooldown) Adyriama [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +2% physical / +5% arcane / +12% cold Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) It can be used to remove up to 3 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Anigund [power 333] (6 cooldown) Anigund [power 333] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +6 Maximum wards: +5 lightning / +5 temporal / +4 blight / +5 fire / +5 cold Talent granted: +1 Ward Mental save: +12 (+4 eff.) Blindness immunity: +10% Confusion immunity: +10% Teleport immunity: +15% Only die when reaching: -60.00 life It can be used to creates a wall of flames lasting for 4 turns (dam 333 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Arekaltholen the Brightpride [power 12] (6 cooldown) Arekaltholen the Brightpride [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +6% fire Maximum wards: +3 lightning / +3 temporal / +2 blight / +3 fire / +1 cold Changes damage: +9% fire Talent granted: +1 Ward It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dazzlelady the elven-wood wand of clairvoyance [power 14] (6 cooldown) Dazzlelady the elven-wood wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 41% chance to blind Damage when hit (Melee): 16 fire Changes resistances penetration: +5% light Talent granted: +5 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled elven-wood wand of clairvoyance [power 14] (6 cooldown) defiled elven-wood wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum vim: +9.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Brenesta' [power 16] (6 cooldown) dragonbone wand of clairvoyance 'Brenesta' [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% nature Changes damage: +3% mind Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Disarm immunity: +5% Knockback immunity: +5% Maximum hate: +2.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of clairvoyance [power 15] (6 cooldown) void dragonbone wand of clairvoyance [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Bulwark Tier S! the Ogre Bulwark level 31
27th Pyre 123rd year of Ascendancy at 23:28 see stats
By Bulwark Tier S! the Ogre Bulwark level 42
6th Decay 123rd year of Ascendancy at 08:55 see stats
By Bulwark Tier S! the Ogre Bulwark level 50
4th Dusk 124th year of Ascendancy at 03:09 see stats
By Bulwark Tier S! the Ogre Bulwark level 37
1st Time of Equilibrium 123rd year of Ascendancy at 08:54 see stats
By Bulwark Tier S! the Ogre Bulwark level 20
30th Haze 122nd year of Ascendancy at 08:01 see stats
By Bulwark Tier S! the Ogre Bulwark level 8
4th Mirth 122nd year of Ascendancy at 15:59 see stats
By Bulwark Tier S! the Ogre Bulwark level 34
26th Dusk 123rd year of Ascendancy at 20:15 see stats
By Bulwark Tier S! the Ogre Bulwark level 39
33rd Haze 123rd year of Ascendancy at 19:13 see stats
By Bulwark Tier S! the Ogre Bulwark level 22
76th Haze 122nd year of Ascendancy at 06:33 see stats
By Bulwark Tier S! the Ogre Bulwark level 26
19th Regrowth 123rd year of Ascendancy at 07:32 see stats
By Bulwark Tier S! the Ogre Bulwark level 23
5th Allure 123rd year of Ascendancy at 03:13 see stats
By Bulwark Tier S! the Ogre Bulwark level 50
8th Haze 124th year of Ascendancy at 22:47 see stats
By Bulwark Tier S! the Ogre Bulwark level 50
11st Dusk 124th year of Ascendancy at 09:57 see stats
By Bulwark Tier S! the Ogre Bulwark level 35
37th Dusk 123rd year of Ascendancy at 11:49 see stats
By Bulwark Tier S! the Ogre Bulwark level 47
5th Pyre 124th year of Ascendancy at 06:30 see stats
By Bulwark Tier S! the Ogre Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 22:58 see stats
By Bulwark Tier S! the Ogre Bulwark level 20
29th Haze 122nd year of Ascendancy at 17:23 see stats
By Bulwark Tier S! the Ogre Bulwark level 30
15th Pyre 123rd year of Ascendancy at 09:45 see stats
By Bulwark Tier S! the Ogre Bulwark level 40
46th Haze 123rd year of Ascendancy at 05:33 see stats
By Bulwark Tier S! the Ogre Bulwark level 50
34th Pyre 124th year of Ascendancy at 15:04 see stats
By Bulwark Tier S! the Ogre Bulwark level 50
68th Pyre 124th year of Ascendancy at 08:57 see stats
By Bulwark Tier S! the Ogre Bulwark level 50
2nd Dusk 124th year of Ascendancy at 07:37 see stats
By Bulwark Tier S! the Ogre Bulwark level 18
4th Haze 122nd year of Ascendancy at 08:11 see stats
By Bulwark Tier S! the Ogre Bulwark level 43
9th Regrowth 124th year of Ascendancy at 05:43 see stats
By Bulwark Tier S! the Ogre Bulwark level 24
9th Allure 123rd year of Ascendancy at 11:00 see stats
By Bulwark Tier S! the Ogre Bulwark level 37
75th Dusk 123rd year of Ascendancy at 23:42 see stats
By Bulwark Tier S! the Ogre Bulwark level 42
6th Decay 123rd year of Ascendancy at 08:55 see stats
By Bulwark Tier S! the Ogre Bulwark level 32
1st Flare 123rd year of Ascendancy at 10:35 see stats
By Bulwark Tier S! the Ogre Bulwark level 11
7th Dusk 122nd year of Ascendancy at 00:43 see stats
By Bulwark Tier S! the Ogre Bulwark level 42
6th Decay 123rd year of Ascendancy at 08:55 see stats
By Bulwark Tier S! the Ogre Bulwark level 45
46th Regrowth 124th year of Ascendancy at 17:30 see stats
By Bulwark Tier S! the Ogre Bulwark level 8
1st Flare 122nd year of Ascendancy at 18:43 see stats
By Bulwark Tier S! the Ogre Bulwark level 39
33rd Haze 123rd year of Ascendancy at 15:39 see stats
By Bulwark Tier S! the Ogre Bulwark level 25
11st Regrowth 123rd year of Ascendancy at 11:47 see stats
By Bulwark Tier S! the Ogre Bulwark level 28
71st Regrowth 123rd year of Ascendancy at 21:46 see stats
By Bulwark Tier S! the Ogre Bulwark level 21
33rd Haze 122nd year of Ascendancy at 07:49 see stats
By Bulwark Tier S! the Ogre Bulwark level 50
23rd Haze 124th year of Ascendancy at 05:16 see stats
By Bulwark Tier S! the Ogre Bulwark level 31
25th Pyre 123rd year of Ascendancy at 05:04 see stats
Log
Hotkey page 3 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Elandar casts Starfall.
Bulwark Tier S! resists the darkness!
Elandar hits Bulwark Tier S! for (192 absorbed), 0 darkness (0 total damage).
Elandar uses Blinding Speed.
Elandar speeds up.
Today is the 23rd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 09:00.
Argoniel hits Argoniel for (10 to bones), 0 fire (0 total damage).
Argoniel's cleansing fire area effect hits Elandar for 51 fire damage.
Argoniel's cleansing fire area effect hits Bulwark Tier S! for (53 absorbed), 0 fire (0 total damage).
Elandar casts Lightning.
Elandar's spell attains critical power!
Your shield crumbles under the damage!
The shield around Bulwark Tier S! crumbles.
Saving game...